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Render custom skin boxes on viewmodel (#1415)
* Update PlayerRenderer.cpp * Fix fatal bug where skins with no additional boxes would crash the game
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@ -519,6 +519,29 @@ void PlayerRenderer::renderHand()
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{
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{
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humanoidModel->arm0->render(1 / 16.0f,true);
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humanoidModel->arm0->render(1 / 16.0f,true);
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}
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}
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//Render custom skin boxes on viewmodel - Botch
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vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
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if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
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vector<ModelPart*> armchildren = humanoidModel->arm0->children;
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std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
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for (const auto& x : armchildren) {
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if (x) {
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if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin - Botch
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glPushMatrix();
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//We need to transform to match offset of arm - Botch
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glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
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glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
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x->visible = true;
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x->render(1.0f / 16.0f, true);
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x->visible = false;
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glPopMatrix();
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}
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}
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}
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}
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}
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void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
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void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
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@ -580,4 +603,4 @@ ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
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{
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{
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
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return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
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return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
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}
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}
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