mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Update HumanoidModel.cpp
This file now assembles the model according to the skin: If it's Steve, it uses a 4-pixel arm. If it's Alex, it uses a 3-pixel arm. If the skin is 64x64, it assembles the modern layers correctly. If there's no flag, it falls into the classic 64x32 format. Old classic skin Modern 64x64 skin Steve Alex
This commit is contained in:
parent
1eb26ee9df
commit
78bb793933
|
|
@ -8,27 +8,27 @@
|
|||
|
||||
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
|
||||
{
|
||||
ModelPart *pAttachTo=nullptr;
|
||||
ModelPart *pAttachTo = NULL;
|
||||
|
||||
switch(pBox->ePart)
|
||||
{
|
||||
case eBodyPart_Head:
|
||||
pAttachTo=head;
|
||||
pAttachTo = head;
|
||||
break;
|
||||
case eBodyPart_Body:
|
||||
pAttachTo=body;
|
||||
pAttachTo = body;
|
||||
break;
|
||||
case eBodyPart_Arm0:
|
||||
pAttachTo=arm0;
|
||||
pAttachTo = arm0;
|
||||
break;
|
||||
case eBodyPart_Arm1:
|
||||
pAttachTo=arm1;
|
||||
pAttachTo = arm1;
|
||||
break;
|
||||
case eBodyPart_Leg0:
|
||||
pAttachTo=leg0;
|
||||
pAttachTo = leg0;
|
||||
break;
|
||||
case eBodyPart_Leg1:
|
||||
pAttachTo=leg1;
|
||||
pAttachTo = leg1;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -37,35 +37,42 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
|
|||
|
||||
if(pNewBox)
|
||||
{
|
||||
if((pNewBox->getfU()!=static_cast<int>(pBox->fU)) || (pNewBox->getfV()!=static_cast<int>(pBox->fV)))
|
||||
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=nullptr;
|
||||
pNewBox = NULL;
|
||||
}
|
||||
}
|
||||
if(pNewBox==nullptr)
|
||||
if(pNewBox == NULL)
|
||||
{
|
||||
//app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n");
|
||||
|
||||
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
|
||||
pNewBox->visible=false;
|
||||
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);
|
||||
// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
|
||||
//pNewBox->compile(1.0f/16.0f);
|
||||
pAttachTo->addChild(pNewBox);
|
||||
}
|
||||
|
||||
return pNewBox;
|
||||
}
|
||||
|
||||
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
|
||||
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;
|
||||
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
|
||||
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
|
||||
|
|
@ -75,76 +82,145 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
|
|||
head->setPos(0, 0 + yOffset, 0);
|
||||
|
||||
hair = new ModelPart(this, 32, 0);
|
||||
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
|
||||
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, 24 + 16, 16);
|
||||
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
|
||||
arm0->setPos(-5, 2 + yOffset, 0);
|
||||
arm0 = new ModelPart(this, 40, 16);
|
||||
arm1 = new ModelPart(this, 40, 16);
|
||||
|
||||
arm1 = new ModelPart(this, 24 + 16, 16);
|
||||
arm1->bMirror = true;
|
||||
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
|
||||
arm1->setPos(5, 2 + yOffset, 0);
|
||||
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(-1.9, 12 + yOffset, 0);
|
||||
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(1.9, 12 + yOffset, 0);
|
||||
leg1->setPos(1.9f, 12 + yOffset, 0);
|
||||
|
||||
// 4J added - compile now to avoid random performance hit first time cubes are rendered
|
||||
// 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
|
||||
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);
|
||||
// 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);
|
||||
|
||||
holdingLeftHand=0;
|
||||
holdingRightHand=0;
|
||||
sneaking=false;
|
||||
idle=false;
|
||||
bowAndArrow=false;
|
||||
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;
|
||||
|
||||
// 4J added
|
||||
eating = false;
|
||||
eating_t = 0.0f;
|
||||
eating_swing = 0.0f;
|
||||
m_uiAnimOverrideBitmask = 0L;
|
||||
}
|
||||
|
||||
HumanoidModel::HumanoidModel() : Model()
|
||||
HumanoidModel::HumanoidModel()
|
||||
{
|
||||
_init(0, 0, 64, 32);
|
||||
_init(0.0f, 0.0f, 64, 32, false);
|
||||
}
|
||||
|
||||
HumanoidModel::HumanoidModel(float g) : Model()
|
||||
HumanoidModel::HumanoidModel(float g)
|
||||
{
|
||||
_init(g, 0, 64, 32);
|
||||
_init(g, 0.0f, 64, 32, false);
|
||||
}
|
||||
|
||||
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
|
||||
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight)
|
||||
{
|
||||
_init(g,yOffset,texWidth,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 != nullptr)
|
||||
if(entity != NULL)
|
||||
{
|
||||
m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask();
|
||||
m_uiAnimOverrideBitmask = entity->getAnimOverrideBitmask();
|
||||
}
|
||||
|
||||
setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
|
||||
|
|
@ -152,11 +228,14 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
|
|||
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);
|
||||
|
|
@ -165,304 +244,335 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
|
|||
arm1->render(scale, usecompiled);
|
||||
leg0->render(scale, usecompiled);
|
||||
leg1->render(scale, usecompiled);
|
||||
hair->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);
|
||||
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)
|
||||
{
|
||||
//bool bIsAttacking = (attackTime > -9990.0f);
|
||||
|
||||
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))
|
||||
{
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
// Does the skin have an override for anim?
|
||||
leg0->yRot = 0.0f;
|
||||
leg1->yRot = 0.0f;
|
||||
|
||||
if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsDown))
|
||||
if (riding)
|
||||
{
|
||||
if((uiBitmaskOverrideAnim & (1 << eAnim_SmallModel)) == 0)
|
||||
{
|
||||
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;
|
||||
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 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;
|
||||
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;
|
||||
}
|
||||
|
||||
if (holdingLeftHand != 0)
|
||||
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))
|
||||
{
|
||||
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;
|
||||
}
|
||||
arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
|
||||
}
|
||||
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::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;
|
||||
}
|
||||
|
||||
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)
|
||||
if (sneaking)
|
||||
{
|
||||
if(uiBitmaskOverrideAnim & (1 << eAnim_SmallModel))
|
||||
{
|
||||
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);
|
||||
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)
|
||||
void HumanoidModel::renderHair(float scale, bool usecompiled)
|
||||
{
|
||||
hair->yRot = head->yRot;
|
||||
hair->xRot = head->xRot;
|
||||
hair->render(scale,usecompiled);
|
||||
hair->render(scale, usecompiled);
|
||||
}
|
||||
|
||||
void HumanoidModel::renderEars(float scale,bool 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);
|
||||
ear->x = 0;
|
||||
ear->y = 0;
|
||||
ear->render(scale, usecompiled);
|
||||
}
|
||||
|
||||
void HumanoidModel::renderCloak(float scale,bool usecompiled)
|
||||
void HumanoidModel::renderCloak(float scale, bool usecompiled)
|
||||
{
|
||||
cloak->render(scale,usecompiled);
|
||||
cloak->render(scale, usecompiled);
|
||||
}
|
||||
|
||||
void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
|
||||
|
|
@ -470,28 +580,95 @@ 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;
|
||||
|
||||
leg0->xRot = model->leg0->xRot;
|
||||
leg1->xRot = model->leg1->xRot;
|
||||
arm1->x = model->arm1->x;
|
||||
arm1->y = model->arm1->y;
|
||||
arm1->z = model->arm1->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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue