mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
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
675 lines
18 KiB
C++
675 lines
18 KiB
C++
#include "stdafx.h"
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#include "HumanoidModel.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\Entity.h"
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#include "ModelPart.h"
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// 4J added
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ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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{
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ModelPart *pAttachTo = NULL;
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switch(pBox->ePart)
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{
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case eBodyPart_Head:
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pAttachTo = head;
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break;
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case eBodyPart_Body:
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pAttachTo = body;
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break;
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case eBodyPart_Arm0:
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pAttachTo = arm0;
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break;
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case eBodyPart_Arm1:
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pAttachTo = arm1;
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break;
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case eBodyPart_Leg0:
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pAttachTo = leg0;
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break;
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case eBodyPart_Leg1:
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pAttachTo = leg1;
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break;
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}
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// first check this box doesn't already exist
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ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
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if(pNewBox)
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{
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if((pNewBox->getfU() != (int)pBox->fU) || (pNewBox->getfV() != (int)pBox->fV))
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{
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app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
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pNewBox = NULL;
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}
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}
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if(pNewBox == NULL)
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{
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pNewBox = new ModelPart(this, (int)pBox->fU, (int)pBox->fV);
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pNewBox->visible = false;
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pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
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pAttachTo->addChild(pNewBox);
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}
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return pNewBox;
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}
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimArms)
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{
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isSlimArms = slimArms;
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m_ePlayerModelType = slimArms ? ePlayerModel_Alex : ePlayerModel_Steve;
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this->texWidth = texWidth;
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this->texHeight = texHeight;
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m_fYOffset = yOffset;
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hasLayer2 = (texWidth == 64 && texHeight == 64);
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bodyWear = NULL;
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arm0Wear = NULL;
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arm1Wear = NULL;
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leg0Wear = NULL;
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leg1Wear = NULL;
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cloak = new ModelPart(this, 0, 0);
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cloak->addHumanoidBox(-5, 0, -1, 10, 16, 1, g); // Cloak
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ear = new ModelPart(this, 24, 0);
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ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
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head = new ModelPart(this, 0, 0);
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head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
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head->setPos(0, 0 + yOffset, 0);
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hair = new ModelPart(this, 32, 0);
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hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head overlay
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hair->setPos(0, 0 + yOffset, 0);
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body = new ModelPart(this, 16, 16);
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body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
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body->setPos(0, 0 + yOffset, 0);
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arm0 = new ModelPart(this, 40, 16);
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arm1 = new ModelPart(this, 40, 16);
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if (isSlimArms)
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{
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// Alex
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arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g);
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arm0->setPos(-5.0f, 2.0f + yOffset, 0.0f);
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arm1->mirror();
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arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g);
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arm1->setPos(5.0f, 2.0f + yOffset, 0.0f);
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}
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else
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{
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// Steve
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arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g);
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arm0->setPos(-5.0f, 2.0f + yOffset, 0.0f);
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arm1->mirror();
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g);
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arm1->setPos(5.0f, 2.0f + yOffset, 0.0f);
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}
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leg0 = new ModelPart(this, 0, 16);
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leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
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leg0->setPos(-1.9f, 12 + yOffset, 0);
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
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leg1->setPos(1.9f, 12 + yOffset, 0);
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// second layer / wear layer only for 64x64 skins
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if (hasLayer2)
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{
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bodyWear = new ModelPart(this, 16, 32);
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bodyWear->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25f);
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bodyWear->setPos(0.0f, 0.0f + yOffset, 0.0f);
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arm0Wear = new ModelPart(this, 40, 32);
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arm1Wear = new ModelPart(this, 40, 32);
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if (isSlimArms)
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{
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arm0Wear->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25f);
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arm0Wear->setPos(-5.0f, 2.0f + yOffset, 0.0f);
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arm1Wear->mirror();
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arm1Wear->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25f);
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arm1Wear->setPos(5.0f, 2.0f + yOffset, 0.0f);
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}
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else
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{
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arm0Wear->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25f);
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arm0Wear->setPos(-5.0f, 2.0f + yOffset, 0.0f);
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arm1Wear->mirror();
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arm1Wear->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25f);
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arm1Wear->setPos(5.0f, 2.0f + yOffset, 0.0f);
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}
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leg0Wear = new ModelPart(this, 0, 32);
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leg0Wear->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f);
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leg0Wear->setPos(-1.9f, 12.0f + yOffset, 0.0f);
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leg1Wear = new ModelPart(this, 0, 48);
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leg1Wear->mirror();
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leg1Wear->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f);
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leg1Wear->setPos(1.9f, 12.0f + yOffset, 0.0f);
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}
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// compile now to avoid first-render hitch
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cloak->compile(1.0f / 16.0f);
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ear->compile(1.0f / 16.0f);
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head->compile(1.0f / 16.0f);
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body->compile(1.0f / 16.0f);
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arm0->compile(1.0f / 16.0f);
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arm1->compile(1.0f / 16.0f);
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leg0->compile(1.0f / 16.0f);
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leg1->compile(1.0f / 16.0f);
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hair->compile(1.0f / 16.0f);
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if(bodyWear) bodyWear->compile(1.0f / 16.0f);
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if(arm0Wear) arm0Wear->compile(1.0f / 16.0f);
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if(arm1Wear) arm1Wear->compile(1.0f / 16.0f);
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if(leg0Wear) leg0Wear->compile(1.0f / 16.0f);
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if(leg1Wear) leg1Wear->compile(1.0f / 16.0f);
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holdingLeftHand = 0;
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holdingRightHand = 0;
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sneaking = false;
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idle = false;
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bowAndArrow = false;
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eating = false;
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eating_t = 0.0f;
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eating_swing = 0.0f;
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m_uiAnimOverrideBitmask = 0L;
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}
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HumanoidModel::HumanoidModel()
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{
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_init(0.0f, 0.0f, 64, 32, false);
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}
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HumanoidModel::HumanoidModel(float g)
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{
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_init(g, 0.0f, 64, 32, false);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight)
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{
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_init(g, yOffset, texWidth, texHeight, false);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimArms)
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{
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_init(g, yOffset, texWidth, texHeight, slimArms);
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}
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void HumanoidModel::setPlayerModelType(int type)
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{
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m_ePlayerModelType = type;
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isSlimArms = (type == ePlayerModel_Alex);
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}
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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
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{
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if(entity != NULL)
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{
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m_uiAnimOverrideBitmask = entity->getAnimOverrideBitmask();
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}
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setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
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if (young)
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{
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float ss = 2.0f;
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glPushMatrix();
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glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
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glTranslatef(0, 16 * scale, 0);
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head->render(scale, usecompiled);
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hair->render(scale, usecompiled);
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glPopMatrix();
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glPushMatrix();
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glScalef(1 / ss, 1 / ss, 1 / ss);
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glTranslatef(0, 24 * scale, 0);
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body->render(scale, usecompiled);
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arm0->render(scale, usecompiled);
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arm1->render(scale, usecompiled);
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leg0->render(scale, usecompiled);
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leg1->render(scale, usecompiled);
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if(bodyWear) bodyWear->render(scale, usecompiled);
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if(arm0Wear) arm0Wear->render(scale, usecompiled);
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if(arm1Wear) arm1Wear->render(scale, usecompiled);
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if(leg0Wear) leg0Wear->render(scale, usecompiled);
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if(leg1Wear) leg1Wear->render(scale, usecompiled);
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glPopMatrix();
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}
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else
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{
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head->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderHead)) > 0);
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body->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderTorso)) > 0);
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arm0->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderArm0)) > 0);
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arm1->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderArm1)) > 0);
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leg0->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderLeg0)) > 0);
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leg1->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderLeg1)) > 0);
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hair->render(scale, usecompiled, (m_uiAnimOverrideBitmask & (1 << eAnim_DisableRenderHair)) > 0);
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if(bodyWear) bodyWear->render(scale, usecompiled);
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if(arm0Wear) arm0Wear->render(scale, usecompiled);
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if(arm1Wear) arm1Wear->render(scale, usecompiled);
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if(leg0Wear) leg0Wear->render(scale, usecompiled);
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if(leg1Wear) leg1Wear->render(scale, usecompiled);
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}
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}
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void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
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{
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head->yRot = yRot / (float)(180.0f / PI);
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head->xRot = xRot / (float)(180.0f / PI);
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hair->yRot = head->yRot;
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hair->xRot = head->xRot;
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body->z = 0.0f;
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// Does the skin have an override for anim?
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if(uiBitmaskOverrideAnim & (1 << eAnim_ArmsDown))
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{
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arm0->xRot = 0.0f;
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arm1->xRot = 0.0f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim & (1 << eAnim_ArmsOutFront))
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{
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arm0->xRot = -HALF_PI;
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arm1->xRot = -HALF_PI;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim & (1 << eAnim_SingleArms))
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{
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arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm1->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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else if((uiBitmaskOverrideAnim & (1 << eAnim_StatueOfLiberty)) && (holdingRightHand == 0) && (attackTime == 0.0f))
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{
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arm0->xRot = -PI;
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arm0->zRot = -0.3f;
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arm1->xRot = (Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
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arm1->zRot = 0.0f;
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}
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else
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{
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arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm1->xRot = (Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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leg0->yRot = 0.0f;
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leg1->yRot = 0.0f;
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if (riding)
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{
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if((uiBitmaskOverrideAnim & (1 << eAnim_SmallModel)) == 0)
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{
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arm0->xRot += -HALF_PI * 0.4f;
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arm1->xRot += -HALF_PI * 0.4f;
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leg0->xRot = -HALF_PI * 0.8f;
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leg1->xRot = -HALF_PI * 0.8f;
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leg0->yRot = HALF_PI * 0.2f;
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leg1->yRot = -HALF_PI * 0.2f;
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}
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else
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{
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arm0->xRot += -HALF_PI * 0.4f;
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arm1->xRot += -HALF_PI * 0.4f;
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leg0->xRot = -HALF_PI * 0.4f;
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leg1->xRot = -HALF_PI * 0.4f;
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}
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}
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else if(idle && !sneaking)
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{
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leg0->xRot = -HALF_PI;
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leg1->xRot = -HALF_PI;
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leg0->yRot = HALF_PI * 0.2f;
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leg1->yRot = -HALF_PI * 0.2f;
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}
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else if(uiBitmaskOverrideAnim & (1 << eAnim_NoLegAnim))
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{
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leg0->xRot = 0.0f;
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leg0->zRot = 0.0f;
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leg1->xRot = 0.0f;
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leg1->zRot = 0.0f;
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leg0->yRot = 0.0f;
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leg1->yRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim & (1 << eAnim_SingleLegs))
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{
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leg0->xRot = (Mth::cos(time * 0.6662f) * 1.4f) * r;
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leg1->xRot = (Mth::cos(time * 0.6662f) * 1.4f) * r;
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}
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else
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{
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leg0->xRot = (Mth::cos(time * 0.6662f) * 1.4f) * r;
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leg1->xRot = (Mth::cos(time * 0.6662f + PI) * 1.4f) * r;
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}
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if (holdingLeftHand != 0)
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{
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arm1->xRot = arm1->xRot * 0.5f - HALF_PI * 0.2f * holdingLeftHand;
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}
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if (holdingRightHand != 0)
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{
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arm0->xRot = arm0->xRot * 0.5f - HALF_PI * 0.2f * holdingRightHand;
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}
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arm0->yRot = 0.0f;
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arm1->yRot = 0.0f;
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if (attackTime > -9990.0f)
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{
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float swing = attackTime;
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body->yRot = Mth::sin(sqrt(swing) * PI * 2.0f) * 0.2f;
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arm0->z = Mth::sin(body->yRot) * 5.0f;
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arm0->x = -Mth::cos(body->yRot) * 5.0f;
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arm1->z = -Mth::sin(body->yRot) * 5.0f;
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arm1->x = Mth::cos(body->yRot) * 5.0f;
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arm0->yRot += body->yRot;
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arm1->yRot += body->yRot;
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arm1->xRot += body->yRot;
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swing = 1.0f - attackTime;
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swing *= swing;
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swing *= swing;
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swing = 1.0f - swing;
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float aa = Mth::sin(swing * PI);
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float bb = Mth::sin(attackTime * PI) * -(head->xRot - 0.7f) * 0.75f;
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arm0->xRot -= aa * 1.2f + bb;
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arm0->yRot += body->yRot * 2.0f;
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if((uiBitmaskOverrideAnim & (1 << eAnim_StatueOfLiberty)) && (holdingRightHand == 0) && (attackTime == 0.0f))
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{
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arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
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}
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else
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{
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arm0->zRot = Mth::sin(attackTime * PI) * -0.4f;
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}
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}
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if(eating)
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{
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float is = 1 - eating_swing;
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is = is * is * is;
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is = is * is * is;
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is = is * is * is;
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float iss = 1 - is;
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arm0->xRot = -Mth::abs(Mth::cos(eating_t / 4.0f * PI) * 0.1f) * (eating_swing > 0.2 ? 1.0f : 0.0f) * 2.0f;
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arm0->yRot -= iss * 0.5f;
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arm0->xRot -= iss * 1.2f;
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}
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if (sneaking)
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{
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if(uiBitmaskOverrideAnim & (1 << eAnim_SmallModel))
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{
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body->xRot = -0.5f;
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arm0->xRot += 0.4f;
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arm1->xRot += 0.4f;
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leg0->z = -4.0f;
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leg1->z = -4.0f;
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body->z = 2.0f;
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body->y = 0.0f;
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arm0->y = 2.0f;
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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);
|
|
}
|
|
}
|