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Updated skin box hiding logic
Updated skin box hiding logic after testing a newer version PCK-Studio revealing the original logic wasn't accurate, also removed code that added arm and tool offsets to held items as it was not working correctly.
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parent
28f0110339
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5 changed files with 13 additions and 56 deletions
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@ -286,7 +286,6 @@ void ItemInHandRenderer::renderItem(shared_ptr<LivingEntity> mob, shared_ptr<Ite
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float xo = 0.0f;
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float yo = 0.3f;
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float zo = 0.0f;
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// Re position height of held item if skin is small
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@ -302,39 +301,8 @@ void ItemInHandRenderer::renderItem(shared_ptr<LivingEntity> mob, shared_ptr<Ite
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}
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}
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// Change height of held item by tool0 and arm0 offset
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
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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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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_Arm0:
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if(pModelOffset->fD == 1)
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xo += pModelOffset->fO / 16.0f;
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else if(pModelOffset->fD == 2)
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zo += pModelOffset->fO / 16.0f;
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else if(pModelOffset->fD == 3)
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yo += pModelOffset->fO / 16.0f;
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break;
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case eBodyOffset_Tool0:
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if(pModelOffset->fD == 1)
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xo += pModelOffset->fO / 16.0f;
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else if(pModelOffset->fD == 2)
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zo += pModelOffset->fO / 16.0f;
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else if(pModelOffset->fD == 3)
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yo += pModelOffset->fO / 16.0f;
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break;
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}
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}
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}
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glEnable(GL_RESCALE_NORMAL);
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glTranslatef(-xo, -yo, -zo);
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glTranslatef(-xo, -yo, 0);
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float s = 1.5f;
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glScalef(s, s, s);
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