There's a single line of code that controls that. Should be an easy fix.
Here's a WIP of the Royal soldier finally ported to BF1942! I've FINALLY got a custom soldier mesh working!
Mind you, this is the pre-closed beta soldier mesh. The current soldier mesh system being used by BFHeroes is too complex and broken into too many pieces to be usable in BF1942. So I plan to use the older meshes instead. I will then port over some customization items to go with the new soldier meshes.
The kit parts will be redesigned. Backpacks and helmets/face masks will be added via the normal kitpart system. Everything else like belts, boots, wrist items (and maybe gloves later on) will be vertex skinned and addtemplated directly to the soldier via random geometry code. This stands the best chance of adding some variety to soldier appearance ingame while maintaining a bit of control of the player over some of the appearance items he can spawn with. The Turbo Jet and Rippen Rocket kits for example will retain their face masks and backpack parts at all times the kit is being equipped.
I do plan to port the monkey, parrot, and the eagle at some point.
This mesh is still a WIP. The knee joint and elbows need to be smoothed out a bit, but it's not bad given that it's the first custom rigged soldier mesh I've ever done. Once the minor joint issues are fixed, this should at least be as good as a vanilla soldier mesh in terms of animation quality. I've had to modify the mesh a bit to fit the vanilla BF1942 soldier skeleton. (doing a new skeleton or porting the one from BFH would require redoing ALL the animations and I don't plan to do this as it is overkill). I might also need to adjust the collision settings since the head is a bit larger/higher up then the vanilla head was.
Also note that the national mesh is identicle except for the texture. So the royal mesh, once completed, will simply be copied and have different textures assigned to make it National. (with appropriate kit parts and child objects to match)