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commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:59:46 2026 -0700
Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:38:08 2026 -0700
Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 16:48:03 2026 -0700
Minor change
Simplified redundant conditions in HumanoidModel.cpp
commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 16:37:30 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 15:35:38 2026 -0700
Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Sat Apr 11 19:36:52 2026 -0700
Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 10 16:06:57 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 16:50:43 2026 -0700
Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 13:12:39 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 3 21:50:42 2026 -0700
Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:09:08 2026 -0700
Merge branch 'smartcmd:main' into feat/skin-offsets
commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:07:48 2026 -0700
Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
96 lines
3.4 KiB
C++
96 lines
3.4 KiB
C++
#pragma once
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#include "Model.h"
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#include "SkinOffset.h"
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class HumanoidModel : public Model
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{
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public:
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// Base geometry
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ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak;
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// Second layer/64x64 skin geometry
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ModelPart *jacket, *sleeve0, *sleeve1, *pants0, *pants1;
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// Extra geometry for DLC skins
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ModelPart *waist, *belt, *bodyArmor, *armArmor0, *armArmor1, *legging0, *legging1, *sock0, *sock1, *boot0, *boot1;
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//ModelPart *hat;
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int holdingLeftHand;
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int holdingRightHand;
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bool idle;
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bool sneaking;
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bool bowAndArrow;
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bool eating; // 4J added
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float eating_t; // 4J added
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float eating_swing; // 4J added
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unsigned int m_uiAnimOverrideBitmask; // 4J added
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float m_fYOffset; // 4J added
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bool m_isArmor;
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enum animbits
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{
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eAnim_ArmsDown =0,
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eAnim_ArmsOutFront,
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eAnim_NoLegAnim,
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eAnim_HasIdle,
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eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim
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// 4J-PB - DaveK wants Fish characters to move both legs in the same way
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eAnim_SingleLegs,
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eAnim_SingleArms,
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eAnim_StatueOfLiberty, // Dr Who Weeping Angel
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eAnim_DontRenderArmour, // Dr Who Daleks
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eAnim_NoBobbing, // Dr Who Daleks
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eAnim_DisableRenderHead,
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eAnim_DisableRenderArm0,
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eAnim_DisableRenderArm1,
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eAnim_DisableRenderTorso,
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eAnim_DisableRenderLeg0,
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eAnim_DisableRenderLeg1,
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eAnim_DisableRenderHair,
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eAnim_SmallModel, // Maggie Simpson for riding horse, etc
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eAnim_ClassicModel,
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eAnim_SlimModel,
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// Hide overlay/second layer on 64x64 skins
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eAnim_DisableRenderSleeve1,
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eAnim_DisableRenderSleeve0,
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eAnim_DisableRenderPants1,
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eAnim_DisableRenderPants0,
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eAnim_DisableRenderJacket,
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eAnim_RenderArmorHead,
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eAnim_RenderArmorArm0,
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eAnim_RenderArmorArm1,
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eAnim_RenderArmorTorso,
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eAnim_RenderArmorLeg0,
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eAnim_RenderArmorLeg1,
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eAnim_Dinnerbone
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};
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static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) |
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(1<<HumanoidModel::eAnim_DisableRenderArm0) |
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(1<<HumanoidModel::eAnim_DisableRenderArm1) |
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(1<<HumanoidModel::eAnim_DisableRenderTorso) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
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(1<<HumanoidModel::eAnim_DisableRenderHair) |
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(1<<HumanoidModel::eAnim_DisableRenderSleeve1) |
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(1<<HumanoidModel::eAnim_DisableRenderSleeve0) |
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(1<<HumanoidModel::eAnim_DisableRenderPants1) |
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(1<<HumanoidModel::eAnim_DisableRenderPants0) |
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(1<<HumanoidModel::eAnim_DisableRenderJacket);
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void _init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor); // 4J added
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, bool isArmor);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets = nullptr);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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void renderEars(float scale, bool usecompiled);
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void renderCloak(float scale, bool usecompiled);
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void render(HumanoidModel *model, float scale, bool usecompiled);
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// Add new bits to models
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ModelPart * AddOrRetrievePart(SKIN_BOX *pBox);
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};
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