mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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Squashed commit of the following:
commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:59:46 2026 -0700
Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:38:08 2026 -0700
Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 16:48:03 2026 -0700
Minor change
Simplified redundant conditions in HumanoidModel.cpp
commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 16:37:30 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 15:35:38 2026 -0700
Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Sat Apr 11 19:36:52 2026 -0700
Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 10 16:06:57 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 16:50:43 2026 -0700
Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 13:12:39 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 3 21:50:42 2026 -0700
Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:09:08 2026 -0700
Merge branch 'smartcmd:main' into feat/skin-offsets
commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:07:48 2026 -0700
Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
This commit is contained in:
parent
24c74aa225
commit
760484e546
21 changed files with 407 additions and 32 deletions
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@ -1,7 +1,7 @@
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#include "stdafx.h"
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#include "HumanoidModel.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\Entity.h"
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#include "..\Minecraft.World\Player.h"
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#include "ModelPart.h"
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// 4J added
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@ -119,7 +119,7 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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return pNewBox;
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}
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor)
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor)
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{
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this->texWidth = texWidth;
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this->texHeight = texHeight;
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@ -210,12 +210,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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sleeve0 = new ModelPart(this, 24 + 16, 32);
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sleeve1 = new ModelPart(this, 32 + 16, 48);
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if (slimHands == false)
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if (!slim)
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{
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sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
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sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
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}
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else if (slimHands == true)
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else if (slim)
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{
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sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
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sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
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@ -231,12 +231,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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arm1->bMirror = true;
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}
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if (slimHands == false)
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if (!slim)
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{
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arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
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}
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else if (slimHands == true)
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else if (slim)
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{
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arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
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arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
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@ -350,12 +350,12 @@ HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight
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_init(g,yOffset,texWidth,texHeight, false, false);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim) : Model()
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{
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_init(g,yOffset,texWidth,texHeight, slimHands, false);
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_init(g,yOffset,texWidth,texHeight, slim, false);
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}
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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets)
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{
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if(entity != nullptr)
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{
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@ -385,12 +385,100 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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}
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else
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{
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
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vector<float> headOffsets = {0, 0, 0};
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vector<float> bodyOffsets = {0, 0, 0};
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vector<float> arm0Offsets = {0, 0, 0};
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vector<float> arm1Offsets = {0, 0, 0};
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vector<float> leg0Offsets = {0, 0, 0};
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vector<float> leg1Offsets = {0, 0, 0};
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vector<SKIN_OFFSET *>* pModelOffsets = nullptr;
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if (player != nullptr)
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pModelOffsets = player->GetModelOffsets();
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else if (modelOffsets != nullptr)
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pModelOffsets = modelOffsets;
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if (pModelOffsets != nullptr)
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{
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for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
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{
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switch (pModelOffset->ePart)
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{
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case eBodyOffset_Head:
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if(pModelOffset->fD == 1)
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headOffsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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headOffsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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headOffsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Body:
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if(pModelOffset->fD == 1)
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bodyOffsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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bodyOffsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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bodyOffsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Arm0:
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if(pModelOffset->fD == 1)
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arm0Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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arm0Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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arm0Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Arm1:
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if(pModelOffset->fD == 1)
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arm1Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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arm1Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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arm1Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Leg0:
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if(pModelOffset->fD == 1)
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leg0Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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leg0Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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leg0Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Leg1:
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if(pModelOffset->fD == 1)
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leg1Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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leg1Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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leg1Offsets[2] = pModelOffset->fO;
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break;
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}
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}
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}
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glPushMatrix();
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glTranslatef(headOffsets[0]/16.0f, headOffsets[1]/16.0f, headOffsets[2]/16.0f);
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head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(bodyOffsets[0]/16.0f, bodyOffsets[1]/16.0f, bodyOffsets[2]/16.0f);
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body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(arm0Offsets[0]/16.0f, arm0Offsets[1]/16.0f, arm0Offsets[2]/16.0f);
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arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(arm1Offsets[0]/16.0f, arm1Offsets[1]/16.0f, arm1Offsets[2]/16.0f);
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arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(leg0Offsets[0]/16.0f, leg0Offsets[1]/16.0f, leg0Offsets[2]/16.0f);
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leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(leg1Offsets[0]/16.0f, leg1Offsets[1]/16.0f, leg1Offsets[2]/16.0f);
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leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
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glPopMatrix();
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hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
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if (jacket != 0)
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jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
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@ -687,6 +775,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
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arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
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arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
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}
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if (jacket != 0)
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{
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jacket->x = body->x;
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