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Added code to DLCSkinFile.cpp to store skin box scale value. Added code to HumanoidModel.cpp and HumanoidModel.h to handle skin boxes added to the armor layer of skin. Added another float value to SkinBox.h
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 slimHands, 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 slimHands);
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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);
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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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