mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-18 19:23:52 +00:00
Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
1368 lines
39 KiB
C++
1368 lines
39 KiB
C++
#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/Player.h"
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#include "ModelPart.h"
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// 4J added
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ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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{
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ModelPart *pAttachTo=nullptr;
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float scale=0;
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switch(pBox->ePart)
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{
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case eBodyPart_Head:
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pAttachTo=head;
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break;
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case eBodyPart_Body:
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pAttachTo=body;
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break;
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case eBodyPart_Arm0:
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pAttachTo=arm0;
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break;
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case eBodyPart_Arm1:
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pAttachTo=arm1;
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break;
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case eBodyPart_Leg0:
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pAttachTo=leg0;
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break;
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case eBodyPart_Leg1:
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pAttachTo=leg1;
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break;
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case eBodyPart_Headwear:
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pAttachTo=hair;
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break;
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case eBodyPart_Jacket:
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pAttachTo=jacket;
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scale=0.25;
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break;
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case eBodyPart_Sleeve0:
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pAttachTo=sleeve0;
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scale=0.25;
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break;
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case eBodyPart_Sleeve1:
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pAttachTo=sleeve1;
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scale=0.25;
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break;
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case eBodyPart_Pants0:
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pAttachTo=pants0;
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scale=0.25;
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break;
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case eBodyPart_Pants1:
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pAttachTo=pants1;
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scale=0.25;
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break;
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case eBodyPart_Waist:
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pAttachTo=waist;
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break;
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case eBodyPart_Belt:
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pAttachTo=belt;
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break;
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case eBodyPart_BodyArmor:
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pAttachTo=bodyArmor;
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break;
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case eBodyPart_ArmArmor0:
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pAttachTo=armArmor0;
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break;
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case eBodyPart_ArmArmor1:
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pAttachTo=armArmor1;
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break;
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case eBodyPart_Legging0:
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pAttachTo=legging0;
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break;
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case eBodyPart_Legging1:
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pAttachTo=legging1;
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break;
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case eBodyPart_Sock0:
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pAttachTo=sock0;
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break;
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case eBodyPart_Sock1:
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pAttachTo=sock1;
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break;
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case eBodyPart_Boot0:
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pAttachTo=boot0;
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break;
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case eBodyPart_Boot1:
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pAttachTo=boot1;
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break;
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}
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// check if this box has a declared scale then add it
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if (pBox->fS != 0) scale = pBox->fS;
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// first check this box doesn't already exist
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ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
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if(pNewBox)
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{
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if((pNewBox->getfU()!=static_cast<int>(pBox->fU)) || (pNewBox->getfV()!=static_cast<int>(pBox->fV)))
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{
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app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
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pNewBox=nullptr;
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}
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}
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if(pNewBox==nullptr)
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{
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//app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n");
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pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
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pNewBox->visible=false;
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if (pBox->fM > 0) pNewBox->bMirror = true; // check if this box has the mirror flag
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pNewBox->hideWithArmor = (unsigned int)pBox->fA; // add the "hide when armor is worn" bit flags
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pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, scale);
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// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
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//pNewBox->compile(1.0f/16.0f);
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pAttachTo->addChild(pNewBox);
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}
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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 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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jacket = nullptr;
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sleeve0 = nullptr;
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sleeve1 = nullptr;
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pants0 = nullptr;
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pants1 = nullptr;
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waist = nullptr;
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belt = nullptr;
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bodyArmor = nullptr;
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armArmor0 = nullptr;
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armArmor1 = nullptr;
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legging0 = nullptr;
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legging1 = nullptr;
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sock0 = nullptr;
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sock1 = nullptr;
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boot0 = nullptr;
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boot1 = nullptr;
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m_fYOffset=yOffset;
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cloak = new ModelPart(this, 0, 0);
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cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
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ear = new ModelPart(this, 24, 0);
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ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
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head = new ModelPart(this, 0, 0);
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head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
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head->setPos(0, 0 + yOffset, 0);
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hair = new ModelPart(this, 32, 0);
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hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
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hair->setPos(0, 0 + yOffset, 0);
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body = new ModelPart(this, 16, 16);
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body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
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body->setPos(0, 0 + yOffset, 0);
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if (texHeight == 64)
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{
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jacket = new ModelPart(this, 16, 32);
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jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25); // Jacket
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jacket->setPos(0, 0 + yOffset, 0);
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waist = new ModelPart(this, 0, 0);
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waist->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Waist
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waist->setPos(0, 0 + yOffset, 0);
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belt = new ModelPart(this, 0, 0);
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belt->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Belt
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belt->setPos(0, 0 + yOffset, 0);
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bodyArmor = new ModelPart(this, 0, 0);
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bodyArmor->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // BodyArmor
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bodyArmor->setPos(0, 0 + yOffset, 0);
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armArmor0 = new ModelPart(this, 0, 0);
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armArmor0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor0
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armArmor0->setPos(-5, 2 + yOffset, 0);
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armArmor1 = new ModelPart(this, 0, 0);
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armArmor1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor1
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armArmor1->setPos(5, 2 + yOffset, 0);
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legging0 = new ModelPart(this, 0, 0);
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legging0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging0
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legging0->setPos(-1.9, 12 + yOffset, 0);
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legging1 = new ModelPart(this, 0, 0);
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legging1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging1
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legging1->setPos(1.9, 12 + yOffset, 0);
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sock0 = new ModelPart(this, 0, 0);
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sock0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock0
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sock0->setPos(-1.9, 12 + yOffset, 0);
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sock1 = new ModelPart(this, 0, 0);
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sock1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock1
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sock1->setPos(1.9, 12 + yOffset, 0);
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boot0 = new ModelPart(this, 0, 0);
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boot0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot0
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boot0->setPos(-1.9, 12 + yOffset, 0);
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boot1 = new ModelPart(this, 0, 0);
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boot1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot1
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boot1->setPos(1.9, 12 + yOffset, 0);
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}
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if (texHeight == 64)
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{
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm1 = new ModelPart(this, 16 + 16, 48);
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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 (!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 (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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}
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sleeve0->setPos(-5, 2 + yOffset, 0);
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sleeve1->setPos(5, 2 + yOffset, 0);
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}
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else if (texHeight == 32)
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{
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm1 = new ModelPart(this, 24 + 16, 16);
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arm1->bMirror = true;
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}
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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 (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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}
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arm0->setPos(-5, 2 + yOffset, 0);
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arm1->setPos(5, 2 + yOffset, 0);
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leg0 = new ModelPart(this, 0, 16);
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if (texHeight == 64)
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{
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leg1 = new ModelPart(this, 16, 48);
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pants0 = new ModelPart(this, 0, 32);
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pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants0
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pants0->setPos(-1.9, 12 + yOffset, 0);
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pants1 = new ModelPart(this, 0, 48);
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pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants1
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pants1->setPos(1.9, 12 + yOffset, 0);
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}
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else if (texHeight == 32)
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{
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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}
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leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
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leg0->setPos(-1.9, 12 + yOffset, 0);
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leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
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leg1->setPos(1.9, 12 + yOffset, 0);
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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// 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
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cloak->compile(1.0f/16.0f);
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ear->compile(1.0f/16.0f);
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head->compile(1.0f/16.0f);
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body->compile(1.0f/16.0f);
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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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hair->compile(1.0f/16.0f);
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if (jacket != 0)
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jacket->compile(1.0f/16.0f);
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if (sleeve0 != 0)
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sleeve0->compile(1.0f/16.0f);
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if (sleeve1 != 0)
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sleeve1->compile(1.0f/16.0f);
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if (pants0 != 0)
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pants0->compile(1.0f/16.0f);
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if (pants1 != 0)
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pants1->compile(1.0f/16.0f);
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if (waist != 0)
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waist->compile(1.0f/16.0f);
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if (belt != 0)
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belt->compile(1.0f/16.0f);
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if (bodyArmor != 0)
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bodyArmor->compile(1.0f/16.0f);
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if (armArmor0 != 0)
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armArmor0->compile(1.0f/16.0f);
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if (armArmor1 != 0)
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armArmor1->compile(1.0f/16.0f);
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if (legging0 != 0)
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legging0->compile(1.0f/16.0f);
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if (legging1 != 0)
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legging1->compile(1.0f/16.0f);
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if (sock0 != 0)
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sock0->compile(1.0f/16.0f);
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if (sock1 != 0)
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sock1->compile(1.0f/16.0f);
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if (boot0 != 0)
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boot0->compile(1.0f/16.0f);
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if (boot1 != 0)
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boot1->compile(1.0f/16.0f);
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holdingLeftHand=0;
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holdingRightHand=0;
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sneaking=false;
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idle=false;
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bowAndArrow=false;
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// 4J added
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eating = false;
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eating_t = 0.0f;
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eating_swing = 0.0f;
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m_uiAnimOverrideBitmask = 0L;
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m_isArmor = isArmor;
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}
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HumanoidModel::HumanoidModel() : Model()
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{
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_init(0, 0, 64, 32, false, false);
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}
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HumanoidModel::HumanoidModel(float g) : Model()
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{
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_init(g, 0, 64, 32, false, false);
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}
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HumanoidModel::HumanoidModel(float g, bool isArmor) : Model()
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{
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_init(g, 0, 64, 32, false, isArmor);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
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{
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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 slim) : Model()
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{
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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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{
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if(entity != nullptr)
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{
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m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask();
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}
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setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
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if (young)
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{
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float ss = 2.0f;
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glPushMatrix();
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glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
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glTranslatef(0, 16 * scale, 0);
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head->render(scale, usecompiled);
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glPopMatrix();
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glPushMatrix();
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glScalef(1 / ss, 1 / ss, 1 / ss);
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glTranslatef(0, 24 * scale, 0);
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body->render(scale, usecompiled);
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arm0->render(scale, usecompiled);
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arm1->render(scale, usecompiled);
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leg0->render(scale, usecompiled);
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leg1->render(scale, usecompiled);
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hair->render(scale, usecompiled);
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glPopMatrix();
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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 *>* pSkinAdjustments = nullptr;
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if (player != nullptr)
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pSkinAdjustments = player->GetSkinAdjustments();
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if (pSkinAdjustments != nullptr)
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{
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for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
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{
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switch (pSkinAdjustment->ePart)
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{
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case eBodyOffset_Head:
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if(pSkinAdjustment->fD == 1)
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headOffsets[0] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 2)
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headOffsets[1] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 3)
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headOffsets[2] += pSkinAdjustment->fO / 16.0f;
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break;
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case eBodyOffset_Body:
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if(pSkinAdjustment->fD == 1)
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bodyOffsets[0] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 2)
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bodyOffsets[1] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 3)
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bodyOffsets[2] += pSkinAdjustment->fO / 16.0f;
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break;
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case eBodyOffset_Arm0:
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if(pSkinAdjustment->fD == 1)
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arm0Offsets[0] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 2)
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arm0Offsets[1] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 3)
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arm0Offsets[2] += pSkinAdjustment->fO / 16.0f;
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break;
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case eBodyOffset_Arm1:
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if(pSkinAdjustment->fD == 1)
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arm1Offsets[0] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 2)
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arm1Offsets[1] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 3)
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arm1Offsets[2] += pSkinAdjustment->fO / 16.0f;
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break;
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case eBodyOffset_Leg0:
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if(pSkinAdjustment->fD == 1)
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leg0Offsets[0] += pSkinAdjustment->fO / 16.0f;
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else if(pSkinAdjustment->fD == 2)
|
|
leg0Offsets[1] += pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg0Offsets[2] += pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Leg1:
|
|
if(pSkinAdjustment->fD == 1)
|
|
leg1Offsets[0] += pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
leg1Offsets[1] += pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg1Offsets[2] += pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
glPushMatrix();
|
|
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
|
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
|
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
|
|
glPopMatrix();
|
|
if (jacket != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (sleeve0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (sleeve1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (pants0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (pants1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (waist != 0)
|
|
waist->render(scale, usecompiled);
|
|
if (belt != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
belt->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (bodyArmor != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
bodyArmor->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (armArmor0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
armArmor0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (armArmor1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
armArmor1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (legging0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
legging0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (legging1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
legging1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (sock0 != 0)
|
|
sock0->render(scale, usecompiled);
|
|
if (sock1 != 0)
|
|
sock1->render(scale, usecompiled);
|
|
if (boot0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
boot0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (boot1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
boot1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This code is the same as above but allows for skin offsets to work in the skin select menu - Langtanium
|
|
void HumanoidModel::renderUIAdjustments(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinAdjustments)
|
|
{
|
|
setupAnim(time, r, bob, yRot, xRot, scale, nullptr, m_uiAnimOverrideBitmask);
|
|
|
|
vector<float> headOffsets = {0, 0, 0};
|
|
vector<float> bodyOffsets = {0, 0, 0};
|
|
vector<float> arm0Offsets = {0, 0, 0};
|
|
vector<float> arm1Offsets = {0, 0, 0};
|
|
vector<float> leg0Offsets = {0, 0, 0};
|
|
vector<float> leg1Offsets = {0, 0, 0};
|
|
vector<SKIN_OFFSET *>* pSkinAdjustments = nullptr;
|
|
if (skinAdjustments != nullptr)
|
|
pSkinAdjustments = skinAdjustments;
|
|
if (pSkinAdjustments != nullptr)
|
|
{
|
|
for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
|
|
{
|
|
switch (pSkinAdjustment->ePart)
|
|
{
|
|
case eBodyOffset_Head:
|
|
if(pSkinAdjustment->fD == 1)
|
|
headOffsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
headOffsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
headOffsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Body:
|
|
if(pSkinAdjustment->fD == 1)
|
|
bodyOffsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
bodyOffsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
bodyOffsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Arm0:
|
|
if(pSkinAdjustment->fD == 1)
|
|
arm0Offsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
arm0Offsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
arm0Offsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Arm1:
|
|
if(pSkinAdjustment->fD == 1)
|
|
arm1Offsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
arm1Offsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
arm1Offsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Leg0:
|
|
if(pSkinAdjustment->fD == 1)
|
|
leg0Offsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
leg0Offsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg0Offsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
case eBodyOffset_Leg1:
|
|
if(pSkinAdjustment->fD == 1)
|
|
leg1Offsets[0] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
leg1Offsets[1] = pSkinAdjustment->fO / 16.0f;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg1Offsets[2] = pSkinAdjustment->fO / 16.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
glPushMatrix();
|
|
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
|
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
|
|
glPopMatrix();
|
|
glPushMatrix();
|
|
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
|
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
|
|
glPopMatrix();
|
|
if (jacket != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (sleeve0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (sleeve1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (pants0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (pants1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
|
|
glPopMatrix();
|
|
}
|
|
if (waist != 0)
|
|
waist->render(scale, usecompiled);
|
|
if (belt != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
belt->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (bodyArmor != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
|
bodyArmor->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (armArmor0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
|
armArmor0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (armArmor1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
|
armArmor1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (legging0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
legging0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (legging1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
legging1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (sock0 != 0)
|
|
sock0->render(scale, usecompiled);
|
|
if (sock1 != 0)
|
|
sock1->render(scale, usecompiled);
|
|
if (boot0 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
|
boot0->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
if (boot1 != 0)
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
|
boot1->render(scale, usecompiled);
|
|
glPopMatrix();
|
|
}
|
|
|
|
}
|
|
|
|
void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
|
|
{
|
|
//bool bIsAttacking = (attackTime > -9990.0f);
|
|
|
|
{
|
|
/* Code to get armor offsets, not fully implemented yet. Directly applying the offsets
|
|
causes the armor pivot points to not aline with the player model pivot points. Some math
|
|
is requied to properly rotate the armor pivot points around the player model pivot points - Langtanium*/
|
|
vector<float> headOffsets = {0, 0, 0};
|
|
vector<float> bodyOffsets = {0, 0, 0};
|
|
vector<float> arm0Offsets = {0, 0, 0};
|
|
vector<float> arm1Offsets = {0, 0, 0};
|
|
vector<float> leg0Offsets = {0, 0, 0};
|
|
vector<float> leg1Offsets = {0, 0, 0};
|
|
if (m_isArmor)
|
|
{
|
|
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
|
|
vector<SKIN_OFFSET *>* pSkinAdjustments = nullptr;
|
|
if (player != nullptr)
|
|
pSkinAdjustments = player->GetSkinAdjustments();
|
|
if (pSkinAdjustments != nullptr)
|
|
{
|
|
for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
|
|
{
|
|
switch (pSkinAdjustment->ePart)
|
|
{
|
|
case eBodyOffset_Helmet:
|
|
if(pSkinAdjustment->fD == 1)
|
|
headOffsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
headOffsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
headOffsets[2] += pSkinAdjustment->fO;
|
|
case eBodyOffset_Belt:
|
|
if (!body->isArmorPart1)
|
|
{
|
|
if(pSkinAdjustment->fD == 1)
|
|
bodyOffsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
bodyOffsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
bodyOffsets[2] += pSkinAdjustment->fO;
|
|
}
|
|
break;
|
|
case eBodyOffset_BodyArmor:
|
|
if (body->isArmorPart1)
|
|
{
|
|
if(pSkinAdjustment->fD == 1)
|
|
bodyOffsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
bodyOffsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
bodyOffsets[2] += pSkinAdjustment->fO;
|
|
}
|
|
break;
|
|
case eBodyOffset_ArmArmor0:
|
|
if(pSkinAdjustment->fD == 1)
|
|
arm0Offsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
arm0Offsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
arm0Offsets[2] += pSkinAdjustment->fO;
|
|
break;
|
|
case eBodyOffset_ArmArmor1:
|
|
if(pSkinAdjustment->fD == 1)
|
|
arm1Offsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
arm1Offsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
arm1Offsets[2] += pSkinAdjustment->fO;
|
|
break;
|
|
case eBodyOffset_Boot0:
|
|
if (leg0->isArmorPart1)
|
|
{
|
|
if(pSkinAdjustment->fD == 1)
|
|
leg0Offsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
leg0Offsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg0Offsets[2] += pSkinAdjustment->fO;
|
|
}
|
|
break;
|
|
case eBodyOffset_Boot1:
|
|
if (leg1->isArmorPart1)
|
|
{
|
|
if(pSkinAdjustment->fD == 1)
|
|
leg1Offsets[0] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 2)
|
|
leg1Offsets[1] += pSkinAdjustment->fO;
|
|
else if(pSkinAdjustment->fD == 3)
|
|
leg1Offsets[2] += pSkinAdjustment->fO;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
head->yRot = yRot / (float) (180.0f / PI);
|
|
head->xRot = xRot / (float) (180.0f / PI);
|
|
hair->yRot = head->yRot;
|
|
hair->xRot = head->xRot;
|
|
body->z = 0.0f;
|
|
|
|
// Does the skin have an override for anim?
|
|
|
|
if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsDown))
|
|
{
|
|
arm0->xRot=0.0f;
|
|
arm1->xRot=0.0f;
|
|
arm0->zRot = 0.0f;
|
|
arm1->zRot = 0.0f;
|
|
}
|
|
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
|
|
{
|
|
arm0->xRot=-HALF_PI;
|
|
arm1->xRot=-HALF_PI;
|
|
arm0->zRot = 0.0f;
|
|
arm1->zRot = 0.0f;
|
|
}
|
|
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleArms))
|
|
{
|
|
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
|
|
arm1->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
|
|
arm0->zRot = 0.0f;
|
|
arm1->zRot = 0.0f;
|
|
}
|
|
// 4J-PB - Weeping Angel - does't look good holding something in the arm that's up
|
|
else if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty)) && (holdingRightHand==0) && (attackTime==0.0f))
|
|
{
|
|
arm0->xRot = -PI;
|
|
arm0->zRot = -0.3f;
|
|
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
|
|
arm1->zRot = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
|
|
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
|
|
arm0->zRot = 0.0f;
|
|
arm1->zRot = 0.0f;
|
|
}
|
|
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
|
|
|
|
|
|
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
|
|
|
|
|
|
leg0->yRot = 0.0f;
|
|
leg1->yRot = 0.0f;
|
|
|
|
if (riding)
|
|
{
|
|
if ((uiBitmaskOverrideAnim&(1<<eAnim_SmallModel)) == 0)
|
|
{
|
|
arm0->xRot += -HALF_PI * 0.4f;
|
|
arm1->xRot += -HALF_PI * 0.4f;
|
|
leg0->xRot = -HALF_PI * 0.8f;
|
|
leg1->xRot = -HALF_PI * 0.8f;
|
|
leg0->yRot = HALF_PI * 0.2f;
|
|
leg1->yRot = -HALF_PI * 0.2f;
|
|
}
|
|
else
|
|
{
|
|
arm0->xRot += -HALF_PI * 0.4f;
|
|
arm1->xRot += -HALF_PI * 0.4f;
|
|
leg0->xRot = -HALF_PI * 0.4f;
|
|
leg1->xRot = -HALF_PI * 0.4f;
|
|
}
|
|
}
|
|
else if(idle && !sneaking )
|
|
{
|
|
leg0->xRot = -HALF_PI;
|
|
leg1->xRot = -HALF_PI;
|
|
leg0->yRot = HALF_PI * 0.2f;
|
|
leg1->yRot = -HALF_PI * 0.2f;
|
|
}
|
|
else if(uiBitmaskOverrideAnim&(1<<eAnim_NoLegAnim))
|
|
{
|
|
leg0->xRot=0.0f;
|
|
leg0->zRot=0.0f;
|
|
leg1->xRot=0.0f;
|
|
leg1->zRot=0.0f;
|
|
leg0->yRot = 0.0f;
|
|
leg1->yRot = 0.0f;
|
|
}
|
|
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
|
|
{
|
|
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
|
|
leg1->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
|
|
}
|
|
else
|
|
{
|
|
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
|
|
leg1->xRot = ( Mth::cos(time * 0.6662f + PI) * 1.4f) * r;
|
|
}
|
|
|
|
|
|
if (holdingLeftHand != 0)
|
|
{
|
|
arm1->xRot = arm1->xRot * 0.5f - HALF_PI * 0.2f * holdingLeftHand;
|
|
}
|
|
if (holdingRightHand != 0)
|
|
{
|
|
arm0->xRot = arm0->xRot * 0.5f - HALF_PI * 0.2f * holdingRightHand;
|
|
}
|
|
|
|
arm0->yRot = 0.0f;
|
|
arm1->yRot = 0.0f;
|
|
|
|
if (attackTime > -9990.0f)
|
|
{
|
|
float swing = attackTime;
|
|
body->yRot = Mth::sin(sqrt(swing) * PI * 2.0f) * 0.2f;
|
|
arm0->z = Mth::sin(body->yRot) * 5.0f;
|
|
arm0->x = -Mth::cos(body->yRot) * 5.0f;
|
|
arm1->z = -Mth::sin(body->yRot) * 5.0f;
|
|
arm1->x = Mth::cos(body->yRot) * 5.0f;
|
|
arm0->yRot += body->yRot;
|
|
arm1->yRot += body->yRot;
|
|
arm1->xRot += body->yRot;
|
|
|
|
swing = 1.0f - attackTime;
|
|
swing *= swing;
|
|
swing *= swing;
|
|
swing = 1.0f - swing;
|
|
float aa = Mth::sin(swing * PI);
|
|
float bb = Mth::sin(attackTime * PI) * -(head->xRot - 0.7f) * 0.75f;
|
|
arm0->xRot -= aa * 1.2f + bb; // 4J - changed 1.2 -> 1.2f
|
|
arm0->yRot += body->yRot * 2.0f;
|
|
|
|
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
|
|
{
|
|
arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
|
|
}
|
|
else
|
|
{
|
|
arm0->zRot = Mth::sin(attackTime * PI) * -0.4f;
|
|
}
|
|
}
|
|
|
|
// 4J added
|
|
if( eating )
|
|
{
|
|
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
|
|
float is = 1 - eating_swing;
|
|
is = is * is * is;
|
|
is = is * is * is;
|
|
is = is * is * is;
|
|
float iss = 1 - is;
|
|
arm0->xRot = - Mth::abs(Mth::cos(eating_t / 4.0f * PI) * 0.1f) * (eating_swing > 0.2 ? 1.0f : 0.0f) * 2.0f; // This factor is the chomping bit (conditional factor is so that he doesn't eat whilst the food is being pulled away at the end)
|
|
arm0->yRot -= iss * 0.5f; // This factor and the following to the general arm movement through the life of the swing
|
|
arm0->xRot -= iss * 1.2f;
|
|
}
|
|
|
|
if (sneaking)
|
|
{
|
|
if(uiBitmaskOverrideAnim&(1<<eAnim_SmallModel))
|
|
{
|
|
body->xRot = -0.5f;
|
|
leg0->xRot -= 0.0f;
|
|
leg1->xRot -= 0.0f;
|
|
arm0->xRot += 0.4f;
|
|
arm1->xRot += 0.4f;
|
|
leg0->z = -4.0f;
|
|
leg1->z = -4.0f;
|
|
body->z = 2.0f;
|
|
body->y = 0.0f;
|
|
arm0->y = 2.0f;
|
|
arm1->y = 2.0f;
|
|
leg0->y = +9.0f;
|
|
leg1->y = +9.0f;
|
|
head->y = +1.0f;
|
|
hair->y = +1.0f;
|
|
ear->y = +1.0f;
|
|
cloak->y = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
body->xRot = 0.5f;
|
|
leg0->xRot -= 0.0f;
|
|
leg1->xRot -= 0.0f;
|
|
arm0->xRot += 0.4f;
|
|
arm1->xRot += 0.4f;
|
|
leg0->z = +4.0f;
|
|
leg1->z = +4.0f;
|
|
body->y = 0.0f;
|
|
arm0->y = 2.0f;
|
|
arm1->y = 2.0f;
|
|
leg0->y = +9.0f;
|
|
leg1->y = +9.0f;
|
|
head->y = +1.0f;
|
|
hair->y = +1.0f;
|
|
ear->y = +1.0f;
|
|
cloak->y = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
body->xRot = 0.0f;
|
|
leg0->z = 0.1f;
|
|
leg1->z = 0.1f;
|
|
|
|
if(!riding && idle)
|
|
{
|
|
leg0->y = 22.0f;
|
|
leg1->y = 22.0f;
|
|
body->y = 10.0f;
|
|
arm0->y = 12.0f;
|
|
arm1->y = 12.0f;
|
|
head->y = 10.0f;
|
|
hair->y = 10.0f;
|
|
ear->y = 11.0f;
|
|
cloak->y = 10.0f;
|
|
}
|
|
else
|
|
{
|
|
leg0->y = 12.0f;
|
|
leg1->y = 12.0f;
|
|
body->y = 0.0f;
|
|
arm0->y = 2.0f;
|
|
arm1->y = 2.0f;
|
|
/*if (m_isArmor) // If armor apply helmet offset using some math, needs to be refined - Langtanium
|
|
{
|
|
head->x = headOffsets[1] * sin(yRot / (float) (180.0f / PI)) * sin(xRot / (float) (180.0f / PI));
|
|
head->y = headOffsets[1] * cos(xRot / (float) (180.0f / PI));
|
|
head->z = headOffsets[1] * sin(xRot / (float) (180.0f / PI)) - headOffsets[1] * abs(sin(yRot / (float) (180.0f / PI))) * sin(xRot / (float) (180.0f / PI));
|
|
}
|
|
else*/
|
|
head->y = 0.0f;
|
|
hair->y = 0.0f;
|
|
ear->y = 1.0f;
|
|
cloak->y = 0.0f;
|
|
}
|
|
}
|
|
|
|
|
|
arm0->zRot += ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
|
|
arm1->zRot -= ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
|
|
arm0->xRot += ((Mth::sin(bob * 0.067f)) * 0.05f);
|
|
arm1->xRot -= ((Mth::sin(bob * 0.067f)) * 0.05f);
|
|
|
|
if (bowAndArrow)
|
|
{
|
|
float attack2 = 0.0f;
|
|
float attack = 0.0f;
|
|
|
|
arm0->zRot = 0.0f;
|
|
arm1->zRot = 0.0f;
|
|
arm0->yRot = -(0.1f - attack2 * 0.6f) + head->yRot;
|
|
arm1->yRot = +(0.1f - attack2 * 0.6f) + head->yRot + 0.4f;
|
|
arm0->xRot = -HALF_PI + head->xRot;
|
|
arm1->xRot = -HALF_PI + head->xRot;
|
|
arm0->xRot -= attack2 * 1.2f - attack * 0.4f;
|
|
arm1->xRot -= attack2 * 1.2f - attack * 0.4f;
|
|
arm0->zRot += ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
|
|
arm1->zRot -= ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
|
|
arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
|
|
arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
|
|
}
|
|
|
|
if (jacket != 0)
|
|
{
|
|
jacket->x = body->x;
|
|
jacket->y = body->y;
|
|
jacket->z = body->z;
|
|
jacket->xRot = body->xRot;
|
|
jacket->yRot = body->yRot;
|
|
}
|
|
if (sleeve0 != 0)
|
|
{
|
|
sleeve0->x = arm0->x;
|
|
sleeve0->y = arm0->y;
|
|
sleeve0->z = arm0->z;
|
|
sleeve0->xRot = arm0->xRot;
|
|
sleeve0->yRot = arm0->yRot;
|
|
sleeve0->zRot = arm0->zRot;
|
|
}
|
|
if (sleeve1 != 0)
|
|
{
|
|
sleeve1->x = arm1->x;
|
|
sleeve1->y = arm1->y;
|
|
sleeve1->z = arm1->z;
|
|
sleeve1->xRot = arm1->xRot;
|
|
sleeve1->yRot = arm1->yRot;
|
|
sleeve1->zRot = arm1->zRot;
|
|
}
|
|
if (pants0 != 0)
|
|
{
|
|
pants0->x = leg0->x;
|
|
pants0->y = leg0->y;
|
|
pants0->z = leg0->z;
|
|
pants0->xRot = leg0->xRot;
|
|
pants0->yRot = leg0->yRot;
|
|
pants0->zRot = leg0->zRot;
|
|
}
|
|
if (pants1 != 0)
|
|
{
|
|
pants1->x = leg1->x;
|
|
pants1->y = leg1->y;
|
|
pants1->z = leg1->z;
|
|
pants1->xRot = leg1->xRot;
|
|
pants1->yRot = leg1->yRot;
|
|
pants1->zRot = leg1->zRot;
|
|
}
|
|
if (waist != 0)
|
|
{
|
|
waist->x = body->x;
|
|
waist->y = body->y;
|
|
waist->z = body->z;
|
|
waist->xRot = body->xRot;
|
|
waist->yRot = body->yRot;
|
|
}
|
|
if (belt != 0)
|
|
{
|
|
belt->x = body->x;
|
|
belt->y = body->y;
|
|
belt->z = body->z;
|
|
belt->xRot = body->xRot;
|
|
belt->yRot = body->yRot;
|
|
}
|
|
if (bodyArmor != 0)
|
|
{
|
|
bodyArmor->x = body->x;
|
|
bodyArmor->y = body->y;
|
|
bodyArmor->z = body->z;
|
|
bodyArmor->xRot = body->xRot;
|
|
bodyArmor->yRot = body->yRot;
|
|
}
|
|
if (armArmor0 != 0)
|
|
{
|
|
armArmor0->x = arm0->x;
|
|
armArmor0->y = arm0->y;
|
|
armArmor0->z = arm0->z;
|
|
armArmor0->xRot = arm0->xRot;
|
|
armArmor0->yRot = arm0->yRot;
|
|
armArmor0->zRot = arm0->zRot;
|
|
}
|
|
if (armArmor1 != 0)
|
|
{
|
|
armArmor1->x = arm1->x;
|
|
armArmor1->y = arm1->y;
|
|
armArmor1->z = arm1->z;
|
|
armArmor1->xRot = arm1->xRot;
|
|
armArmor1->yRot = arm1->yRot;
|
|
armArmor1->zRot = arm1->zRot;
|
|
}
|
|
if (legging0 != 0)
|
|
{
|
|
legging0->x = leg0->x;
|
|
legging0->y = leg0->y;
|
|
legging0->z = leg0->z;
|
|
legging0->xRot = leg0->xRot;
|
|
legging0->yRot = leg0->yRot;
|
|
legging0->zRot = leg0->zRot;
|
|
}
|
|
if (legging1 != 0)
|
|
{
|
|
legging1->x = leg1->x;
|
|
legging1->y = leg1->y;
|
|
legging1->z = leg1->z;
|
|
legging1->xRot = leg1->xRot;
|
|
legging1->yRot = leg1->yRot;
|
|
legging1->zRot = leg1->zRot;
|
|
}
|
|
if (sock0 != 0)
|
|
{
|
|
sock0->x = leg0->x;
|
|
sock0->y = leg0->y;
|
|
sock0->z = leg0->z;
|
|
sock0->xRot = leg0->xRot;
|
|
sock0->yRot = leg0->yRot;
|
|
sock0->zRot = leg0->zRot;
|
|
}
|
|
if (sock1 != 0)
|
|
{
|
|
sock1->x = leg1->x;
|
|
sock1->y = leg1->y;
|
|
sock1->z = leg1->z;
|
|
sock1->xRot = leg1->xRot;
|
|
sock1->yRot = leg1->yRot;
|
|
sock1->zRot = leg1->zRot;
|
|
}
|
|
if (boot0 != 0)
|
|
{
|
|
boot0->x = leg0->x;
|
|
boot0->y = leg0->y;
|
|
boot0->z = leg0->z;
|
|
boot0->xRot = leg0->xRot;
|
|
boot0->yRot = leg0->yRot;
|
|
boot0->zRot = leg0->zRot;
|
|
}
|
|
if (boot1 != 0)
|
|
{
|
|
boot1->x = leg1->x;
|
|
boot1->y = leg1->y;
|
|
boot1->z = leg1->z;
|
|
boot1->xRot = leg1->xRot;
|
|
boot1->yRot = leg1->yRot;
|
|
boot1->zRot = leg1->zRot;
|
|
}
|
|
}
|
|
}
|
|
|
|
void HumanoidModel::renderHair(float scale,bool usecompiled)
|
|
{
|
|
hair->yRot = head->yRot;
|
|
hair->xRot = head->xRot;
|
|
hair->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::renderEars(float scale,bool usecompiled)
|
|
{
|
|
ear->yRot = head->yRot;
|
|
ear->xRot = head->xRot;
|
|
ear->x=0;
|
|
ear->y=0;
|
|
ear->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::renderCloak(float scale,bool usecompiled)
|
|
{
|
|
cloak->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
|
|
{
|
|
head->yRot = model->head->yRot;
|
|
head->y = model->head->y;
|
|
head->xRot = model->head->xRot;
|
|
hair->y = head->y;
|
|
hair->yRot = head->yRot;
|
|
hair->xRot = head->xRot;
|
|
|
|
body->yRot = model->body->yRot;
|
|
|
|
if (jacket != 0)
|
|
jacket->yRot = model->body->yRot;
|
|
|
|
arm0->xRot = model->arm0->xRot;
|
|
arm0->yRot = model->arm0->yRot;
|
|
arm0->zRot = model->arm0->zRot;
|
|
|
|
if (sleeve0 != 0)
|
|
{
|
|
sleeve0->xRot = model->arm0->xRot;
|
|
sleeve0->yRot = model->arm0->yRot;
|
|
sleeve0->zRot = model->arm0->zRot;
|
|
}
|
|
|
|
arm1->xRot = model->arm1->xRot;
|
|
arm1->yRot = model->arm1->yRot;
|
|
arm1->zRot = model->arm1->zRot;
|
|
|
|
if (sleeve1 != 0)
|
|
{
|
|
sleeve1->xRot = model->arm1->xRot;
|
|
sleeve1->yRot = model->arm1->yRot;
|
|
sleeve1->zRot = model->arm1->zRot;
|
|
}
|
|
|
|
leg0->xRot = model->leg0->xRot;
|
|
if (pants0 != 0)
|
|
pants0->xRot = model->leg0->xRot;
|
|
leg1->xRot = model->leg1->xRot;
|
|
if (pants1 != 0)
|
|
pants1->xRot = model->leg1->xRot;
|
|
|
|
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
|
|
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
|
|
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0);
|
|
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0);
|
|
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
|
|
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
|
|
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
|
|
if (jacket != 0)
|
|
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
|
|
if (sleeve0 != 0)
|
|
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
|
|
if (sleeve1 != 0)
|
|
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
|
|
if (pants0 != 0)
|
|
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
|
|
if (pants1 != 0)
|
|
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
|
|
}
|