Update HumanoidModel.h

Player model type

Slim or standard tonearm

Correct support for 64x32 and 64x64
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Oliver1337 2026-03-09 18:25:50 -03:00 committed by GitHub
parent 4b61ebbb91
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@ -1,674 +1,73 @@
#include "stdafx.h"
#include "HumanoidModel.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Entity.h"
#include "ModelPart.h"
#pragma once
#include "Model.h"
// 4J added
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
class HumanoidModel : public Model
{
ModelPart *pAttachTo = NULL;
switch(pBox->ePart)
public:
enum ePlayerModelType
{
case eBodyPart_Head:
pAttachTo = head;
break;
case eBodyPart_Body:
pAttachTo = body;
break;
case eBodyPart_Arm0:
pAttachTo = arm0;
break;
case eBodyPart_Arm1:
pAttachTo = arm1;
break;
case eBodyPart_Leg0:
pAttachTo = leg0;
break;
case eBodyPart_Leg1:
pAttachTo = leg1;
break;
}
ePlayerModel_Steve = 0,
ePlayerModel_Alex
};
// first check this box doesn't already exist
ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak, *bodyWear, *arm0Wear, *arm1Wear, *leg0Wear, *leg1Wear;
if(pNewBox)
bool hasLayer2;
bool isSlimArms;
int m_ePlayerModelType;
int holdingLeftHand;
int holdingRightHand;
bool idle;
bool sneaking;
bool bowAndArrow;
bool eating;
float eating_t;
float eating_swing;
unsigned int m_uiAnimOverrideBitmask;
float m_fYOffset;
enum animbits
{
if((pNewBox->getfU() != (int)pBox->fU) || (pNewBox->getfV() != (int)pBox->fV))
{
app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
pNewBox = NULL;
}
}
if(pNewBox == NULL)
{
pNewBox = new ModelPart(this, (int)pBox->fU, (int)pBox->fV);
pNewBox->visible = false;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
pAttachTo->addChild(pNewBox);
}
return pNewBox;
}
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimArms)
{
isSlimArms = slimArms;
m_ePlayerModelType = slimArms ? ePlayerModel_Alex : ePlayerModel_Steve;
this->texWidth = texWidth;
this->texHeight = texHeight;
m_fYOffset = yOffset;
hasLayer2 = (texWidth == 64 && texHeight == 64);
bodyWear = NULL;
arm0Wear = NULL;
arm1Wear = NULL;
leg0Wear = NULL;
leg1Wear = NULL;
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, 0, -1, 10, 16, 1, g); // Cloak
ear = new ModelPart(this, 24, 0);
ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
head = new ModelPart(this, 0, 0);
head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
head->setPos(0, 0 + yOffset, 0);
hair = new ModelPart(this, 32, 0);
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head overlay
hair->setPos(0, 0 + yOffset, 0);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + yOffset, 0);
arm0 = new ModelPart(this, 40, 16);
arm1 = new ModelPart(this, 40, 16);
if (isSlimArms)
{
// Alex
arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g);
arm0->setPos(-5.0f, 2.0f + yOffset, 0.0f);
arm1->mirror();
arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g);
arm1->setPos(5.0f, 2.0f + yOffset, 0.0f);
}
else
{
// Steve
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g);
arm0->setPos(-5.0f, 2.0f + yOffset, 0.0f);
arm1->mirror();
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g);
arm1->setPos(5.0f, 2.0f + yOffset, 0.0f);
}
leg0 = new ModelPart(this, 0, 16);
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9f, 12 + yOffset, 0);
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
leg1->setPos(1.9f, 12 + yOffset, 0);
// second layer / wear layer only for 64x64 skins
if (hasLayer2)
{
bodyWear = new ModelPart(this, 16, 32);
bodyWear->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25f);
bodyWear->setPos(0.0f, 0.0f + yOffset, 0.0f);
arm0Wear = new ModelPart(this, 40, 32);
arm1Wear = new ModelPart(this, 40, 32);
if (isSlimArms)
{
arm0Wear->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25f);
arm0Wear->setPos(-5.0f, 2.0f + yOffset, 0.0f);
arm1Wear->mirror();
arm1Wear->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25f);
arm1Wear->setPos(5.0f, 2.0f + yOffset, 0.0f);
}
else
{
arm0Wear->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25f);
arm0Wear->setPos(-5.0f, 2.0f + yOffset, 0.0f);
arm1Wear->mirror();
arm1Wear->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25f);
arm1Wear->setPos(5.0f, 2.0f + yOffset, 0.0f);
}
leg0Wear = new ModelPart(this, 0, 32);
leg0Wear->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f);
leg0Wear->setPos(-1.9f, 12.0f + yOffset, 0.0f);
leg1Wear = new ModelPart(this, 0, 48);
leg1Wear->mirror();
leg1Wear->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f);
leg1Wear->setPos(1.9f, 12.0f + yOffset, 0.0f);
}
// compile now to avoid first-render hitch
cloak->compile(1.0f / 16.0f);
ear->compile(1.0f / 16.0f);
head->compile(1.0f / 16.0f);
body->compile(1.0f / 16.0f);
arm0->compile(1.0f / 16.0f);
arm1->compile(1.0f / 16.0f);
leg0->compile(1.0f / 16.0f);
leg1->compile(1.0f / 16.0f);
hair->compile(1.0f / 16.0f);
if(bodyWear) bodyWear->compile(1.0f / 16.0f);
if(arm0Wear) arm0Wear->compile(1.0f / 16.0f);
if(arm1Wear) arm1Wear->compile(1.0f / 16.0f);
if(leg0Wear) leg0Wear->compile(1.0f / 16.0f);
if(leg1Wear) leg1Wear->compile(1.0f / 16.0f);
holdingLeftHand = 0;
holdingRightHand = 0;
sneaking = false;
idle = false;
bowAndArrow = false;
eating = false;
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
}
HumanoidModel::HumanoidModel()
{
_init(0.0f, 0.0f, 64, 32, false);
}
HumanoidModel::HumanoidModel(float g)
{
_init(g, 0.0f, 64, 32, false);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight)
{
_init(g, yOffset, texWidth, texHeight, false);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimArms)
{
_init(g, yOffset, texWidth, texHeight, slimArms);
}
void HumanoidModel::setPlayerModelType(int type)
{
m_ePlayerModelType = type;
isSlimArms = (type == ePlayerModel_Alex);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
{
if(entity != NULL)
{
m_uiAnimOverrideBitmask = entity->getAnimOverrideBitmask();
}
setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
if (young)
{
float ss = 2.0f;
glPushMatrix();
glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
glTranslatef(0, 16 * scale, 0);
head->render(scale, usecompiled);
hair->render(scale, usecompiled);
glPopMatrix();
glPushMatrix();
glScalef(1 / ss, 1 / ss, 1 / ss);
glTranslatef(0, 24 * scale, 0);
body->render(scale, usecompiled);
arm0->render(scale, usecompiled);
arm1->render(scale, usecompiled);
leg0->render(scale, usecompiled);
leg1->render(scale, usecompiled);
if(bodyWear) bodyWear->render(scale, usecompiled);
if(arm0Wear) arm0Wear->render(scale, usecompiled);
if(arm1Wear) arm1Wear->render(scale, usecompiled);
if(leg0Wear) leg0Wear->render(scale, usecompiled);
if(leg1Wear) leg1Wear->render(scale, usecompiled);
glPopMatrix();
}
else
{
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(bodyWear) bodyWear->render(scale, usecompiled);
if(arm0Wear) arm0Wear->render(scale, usecompiled);
if(arm1Wear) arm1Wear->render(scale, usecompiled);
if(leg0Wear) leg0Wear->render(scale, usecompiled);
if(leg1Wear) leg1Wear->render(scale, usecompiled);
}
}
void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
{
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;
}
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;
}
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;
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;
}
}
if(eating)
{
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;
arm0->yRot -= iss * 0.5f;
arm0->xRot -= iss * 1.2f;
}
if (sneaking)
{
if(uiBitmaskOverrideAnim & (1 << eAnim_SmallModel))
{
body->xRot = -0.5f;
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;
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;
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);
}
// sync second layer after ALL animation is applied
if(bodyWear)
{
bodyWear->xRot = body->xRot;
bodyWear->yRot = body->yRot;
bodyWear->zRot = body->zRot;
bodyWear->x = body->x;
bodyWear->y = body->y;
bodyWear->z = body->z;
arm0Wear->xRot = arm0->xRot;
arm0Wear->yRot = arm0->yRot;
arm0Wear->zRot = arm0->zRot;
arm0Wear->x = arm0->x;
arm0Wear->y = arm0->y;
arm0Wear->z = arm0->z;
arm1Wear->xRot = arm1->xRot;
arm1Wear->yRot = arm1->yRot;
arm1Wear->zRot = arm1->zRot;
arm1Wear->x = arm1->x;
arm1Wear->y = arm1->y;
arm1Wear->z = arm1->z;
leg0Wear->xRot = leg0->xRot;
leg0Wear->yRot = leg0->yRot;
leg0Wear->zRot = leg0->zRot;
leg0Wear->x = leg0->x;
leg0Wear->y = leg0->y;
leg0Wear->z = leg0->z;
leg1Wear->xRot = leg1->xRot;
leg1Wear->yRot = leg1->yRot;
leg1Wear->zRot = leg1->zRot;
leg1Wear->x = leg1->x;
leg1Wear->y = leg1->y;
leg1Wear->z = leg1->z;
}
}
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->xRot = model->body->xRot;
body->yRot = model->body->yRot;
body->zRot = model->body->zRot;
body->x = model->body->x;
body->y = model->body->y;
body->z = model->body->z;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
arm0->x = model->arm0->x;
arm0->y = model->arm0->y;
arm0->z = model->arm0->z;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
arm1->x = model->arm1->x;
arm1->y = model->arm1->y;
arm1->z = model->arm1->z;
leg0->xRot = model->leg0->xRot;
leg0->yRot = model->leg0->yRot;
leg0->zRot = model->leg0->zRot;
leg0->x = model->leg0->x;
leg0->y = model->leg0->y;
leg0->z = model->leg0->z;
leg1->xRot = model->leg1->xRot;
leg1->yRot = model->leg1->yRot;
leg1->zRot = model->leg1->zRot;
leg1->x = model->leg1->x;
leg1->y = model->leg1->y;
leg1->z = model->leg1->z;
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(bodyWear && model->bodyWear)
{
bodyWear->xRot = model->bodyWear->xRot;
bodyWear->yRot = model->bodyWear->yRot;
bodyWear->zRot = model->bodyWear->zRot;
bodyWear->x = model->bodyWear->x;
bodyWear->y = model->bodyWear->y;
bodyWear->z = model->bodyWear->z;
arm0Wear->xRot = model->arm0Wear->xRot;
arm0Wear->yRot = model->arm0Wear->yRot;
arm0Wear->zRot = model->arm0Wear->zRot;
arm0Wear->x = model->arm0Wear->x;
arm0Wear->y = model->arm0Wear->y;
arm0Wear->z = model->arm0Wear->z;
arm1Wear->xRot = model->arm1Wear->xRot;
arm1Wear->yRot = model->arm1Wear->yRot;
arm1Wear->zRot = model->arm1Wear->zRot;
arm1Wear->x = model->arm1Wear->x;
arm1Wear->y = model->arm1Wear->y;
arm1Wear->z = model->arm1Wear->z;
leg0Wear->xRot = model->leg0Wear->xRot;
leg0Wear->yRot = model->leg0Wear->yRot;
leg0Wear->zRot = model->leg0Wear->zRot;
leg0Wear->x = model->leg0Wear->x;
leg0Wear->y = model->leg0Wear->y;
leg0Wear->z = model->leg0Wear->z;
leg1Wear->xRot = model->leg1Wear->xRot;
leg1Wear->yRot = model->leg1Wear->yRot;
leg1Wear->zRot = model->leg1Wear->zRot;
leg1Wear->x = model->leg1Wear->x;
leg1Wear->y = model->leg1Wear->y;
leg1Wear->z = model->leg1Wear->z;
bodyWear->render(scale, usecompiled);
arm0Wear->render(scale, usecompiled);
arm1Wear->render(scale, usecompiled);
leg0Wear->render(scale, usecompiled);
leg1Wear->render(scale, usecompiled);
}
}
eAnim_ArmsDown =0,
eAnim_ArmsOutFront,
eAnim_NoLegAnim,
eAnim_HasIdle,
eAnim_ForceAnim,
eAnim_SingleLegs,
eAnim_SingleArms,
eAnim_StatueOfLiberty,
eAnim_DontRenderArmour,
eAnim_NoBobbing,
eAnim_DisableRenderHead,
eAnim_DisableRenderArm0,
eAnim_DisableRenderArm1,
eAnim_DisableRenderTorso,
eAnim_DisableRenderLeg0,
eAnim_DisableRenderLeg1,
eAnim_DisableRenderHair,
eAnim_SmallModel
};
static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) |
(1<<HumanoidModel::eAnim_DisableRenderArm0) |
(1<<HumanoidModel::eAnim_DisableRenderArm1) |
(1<<HumanoidModel::eAnim_DisableRenderTorso) |
(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
(1<<HumanoidModel::eAnim_DisableRenderHair);
void _init(float g, float yOffset, int texWidth, int texHeight, bool slimArms);
HumanoidModel();
HumanoidModel(float g);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimArms);
void setPlayerModelType(int type);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
void renderHair(float scale, bool usecompiled);
void renderEars(float scale, bool usecompiled);
void renderCloak(float scale, bool usecompiled);
void render(HumanoidModel *model, float scale, bool usecompiled);
ModelPart * AddOrRetrievePart(SKIN_BOX *pBox);
};