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47
Minecraft.Client/SkeletonModel.cpp
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47
Minecraft.Client/SkeletonModel.cpp
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#include "stdafx.h"
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#include "SkeletonModel.h"
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#include "..\Minecraft.World\Mth.h"
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#include "ModelPart.h"
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void SkeletonModel::_init(float g)
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{
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm0->addBox(-1, -2, -1, 2, 12, 2, g); // Arm0
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arm0->setPos(-5, 2, 0);
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arm1 = new ModelPart(this, 24 + 16, 16);
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arm1->bMirror = true;
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arm1->addBox(-1, -2, -1, 2, 12, 2, g); // Arm1
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arm1->setPos(5, 2, 0);
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leg0 = new ModelPart(this, 0, 16);
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leg0->addBox(-1, 0, -1, 2, 12, 2, g); // Leg0
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leg0->setPos(-2, 12, 0);
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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leg1->addBox(-1, 0, -1, 2, 12, 2, g); // Leg1
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leg1->setPos(2, 12, 0);
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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arm0->compile(1.0f/16.0f);
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arm1->compile(1.0f/16.0f);
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leg0->compile(1.0f/16.0f);
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leg1->compile(1.0f/16.0f);
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}
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SkeletonModel::SkeletonModel() : ZombieModel(0, 0, 64, 32)
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{
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_init(0);
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}
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SkeletonModel::SkeletonModel(float g) : ZombieModel(g, 0, 64, 32)
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{
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_init(g);
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}
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void SkeletonModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, unsigned int uiBitmaskOverrideAnim)
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{
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bowAndArrow=true;
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ZombieModel::setupAnim(time, r, bob, yRot, xRot, scale, uiBitmaskOverrideAnim);
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}
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