diff --git a/Minecraft.Client/HumanoidModel.h b/Minecraft.Client/HumanoidModel.h index 52f9d98e1..7258f56ee 100644 --- a/Minecraft.Client/HumanoidModel.h +++ b/Minecraft.Client/HumanoidModel.h @@ -1,66 +1,674 @@ -#pragma once -#include "Model.h" +#include "stdafx.h" +#include "HumanoidModel.h" +#include "..\Minecraft.World\Mth.h" +#include "..\Minecraft.World\Entity.h" +#include "ModelPart.h" -class HumanoidModel : public Model +// 4J added + +ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox) { -public: - ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak; - //ModelPart *hat; + ModelPart *pAttachTo = NULL; - int holdingLeftHand; - int holdingRightHand; - bool idle; - bool sneaking; - bool bowAndArrow; - bool eating; // 4J added - float eating_t; // 4J added - float eating_swing; // 4J added - unsigned int m_uiAnimOverrideBitmask; // 4J added - float m_fYOffset; // 4J added - enum animbits + switch(pBox->ePart) { - eAnim_ArmsDown =0, - eAnim_ArmsOutFront, - eAnim_NoLegAnim, - eAnim_HasIdle, - eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim - // 4J-PB - DaveK wants Fish characters to move both legs in the same way - eAnim_SingleLegs, - eAnim_SingleArms, - eAnim_StatueOfLiberty, // Dr Who Weeping Angel - eAnim_DontRenderArmour, // Dr Who Daleks - eAnim_NoBobbing, // Dr Who Daleks - eAnim_DisableRenderHead, - eAnim_DisableRenderArm0, - eAnim_DisableRenderArm1, - eAnim_DisableRenderTorso, - eAnim_DisableRenderLeg0, - eAnim_DisableRenderLeg1, - eAnim_DisableRenderHair, - eAnim_SmallModel // Maggie Simpson for riding horse, etc + 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; + } - }; + // first check this box doesn't already exist + ModelPart *pNewBox = pAttachTo->retrieveChild(pBox); - static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<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 _init(float g, float yOffset, int texWidth, int texHeight); // 4J added - HumanoidModel(); - HumanoidModel(float g); - HumanoidModel(float g, float yOffset, int texWidth, int texHeight); - virtual void render(shared_ptr 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, 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); +void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimArms) +{ + isSlimArms = slimArms; + m_ePlayerModelType = slimArms ? ePlayerModel_Alex : ePlayerModel_Steve; -// Add new bits to models - ModelPart * AddOrRetrievePart(SKIN_BOX *pBox); -}; + 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, 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, 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); + } +}