mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-20 04:52:55 +00:00
Reworked skin offset code in HumanoidModel.cpp
Changed skin offsets to use ModelPart values of translateX, translateY, and translateZ. Implemented armor offsets again (rotation origin is not correct). Fixed DLC skin box scale not being applied.
This commit is contained in:
parent
809bb10930
commit
6880b6505f
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@ -112,9 +112,9 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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pNewBox->visible=false;
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if (pBox->fM > 0) pNewBox->bMirror = true; // check if this box has the mirror flag
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pNewBox->hideWithArmor = (unsigned int)pBox->fA; // add the "hide when armor is worn" bit flags
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pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
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pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, scale);
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// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
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//pNewBox->compile(1.0f/16.0f);
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//pNewBox->compile(1.0f/16.0f);
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pAttachTo->addChild(pNewBox);
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}
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@ -369,13 +369,12 @@ HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight
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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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vector<bool> hasArmorOffsets = {false, false, false, false, false, false};
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vector<float> headOffsets = {0, 0, 0};
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vector<float> bodyOffsets = {0, 0, 0};
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vector<float> arm0Offsets = {0, 0, 0};
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vector<float> arm1Offsets = {0, 0, 0};
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vector<float> leg0Offsets = {0, 0, 0};
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vector<float> leg1Offsets = {0, 0, 0};
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float headOffsets[3] = {0};
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float bodyOffsets[3] = {0};
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float arm0Offsets[3] = {0};
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float arm1Offsets[3] = {0};
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float leg0Offsets[3] = {0};
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float leg1Offsets[3] = {0};
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if(entity != nullptr)
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{
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@ -392,52 +391,313 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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switch (pSkinOffset->ePart)
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{
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case eBodyOffset_Head:
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if (pSkinOffset->fD == 1)
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headOffsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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headOffsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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headOffsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && head->translateX == 0)
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{
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head->translateX = pSkinOffset->fO / 16.0f;
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hair->translateX = pSkinOffset->fO / 16.0f;
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headOffsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && head->translateY == 0)
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{
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head->translateY = pSkinOffset->fO / 16.0f;
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hair->translateY = pSkinOffset->fO / 16.0f;
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headOffsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && head->translateZ == 0)
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{
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head->translateZ = pSkinOffset->fO / 16.0f;
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hair->translateZ = pSkinOffset->fO / 16.0f;
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headOffsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Body:
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if (pSkinOffset->fD == 1)
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bodyOffsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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bodyOffsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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bodyOffsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && body->translateX == 0)
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{
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body->translateX = pSkinOffset->fO / 16.0f;
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if (jacket)
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jacket->translateX = pSkinOffset->fO / 16.0f;
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if (bodyArmor)
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bodyArmor->translateX = pSkinOffset->fO / 16.0f;
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if (waist)
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waist->translateX = pSkinOffset->fO / 16.0f;
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if (belt)
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belt->translateX = pSkinOffset->fO / 16.0f;
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bodyOffsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && body->translateY == 0)
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{
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body->translateY = pSkinOffset->fO / 16.0f;
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if (jacket)
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jacket->translateY = pSkinOffset->fO / 16.0f;
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if (bodyArmor)
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bodyArmor->translateY = pSkinOffset->fO / 16.0f;
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if (waist)
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waist->translateY = pSkinOffset->fO / 16.0f;
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if (belt)
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belt->translateY = pSkinOffset->fO / 16.0f;
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bodyOffsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && body->translateZ == 0)
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{
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body->translateZ = pSkinOffset->fO / 16.0f;
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if (jacket)
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jacket->translateZ = pSkinOffset->fO / 16.0f;
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if (bodyArmor)
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bodyArmor->translateZ = pSkinOffset->fO / 16.0f;
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if (waist)
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waist->translateZ = pSkinOffset->fO / 16.0f;
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if (belt)
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belt->translateZ = pSkinOffset->fO / 16.0f;
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bodyOffsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Arm0:
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if (pSkinOffset->fD == 1)
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arm0Offsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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arm0Offsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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arm0Offsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && arm0->translateX == 0)
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{
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arm0->translateX = pSkinOffset->fO / 16.0f;
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if (sleeve0)
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sleeve0->translateX = pSkinOffset->fO / 16.0f;
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if (armArmor0)
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armArmor0->translateX = pSkinOffset->fO / 16.0f;
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arm0Offsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && arm0->translateY == 0)
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{
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arm0->translateY = pSkinOffset->fO / 16.0f;
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if (sleeve0)
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sleeve0->translateY = pSkinOffset->fO / 16.0f;
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if (armArmor0)
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armArmor0->translateY = pSkinOffset->fO / 16.0f;
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arm0Offsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && arm0->translateZ == 0)
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{
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arm0->translateZ = pSkinOffset->fO / 16.0f;
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if (sleeve0)
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sleeve0->translateZ = pSkinOffset->fO / 16.0f;
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if (armArmor0)
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armArmor0->translateZ = pSkinOffset->fO / 16.0f;
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arm0Offsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Arm1:
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if (pSkinOffset->fD == 1)
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arm1Offsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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arm1Offsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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arm1Offsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && arm1->translateX == 0)
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{
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arm1->translateX = pSkinOffset->fO / 16.0f;
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if (sleeve1)
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sleeve1->translateX = pSkinOffset->fO / 16.0f;
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if (armArmor1)
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armArmor1->translateX = pSkinOffset->fO / 16.0f;
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arm1Offsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && arm1->translateY == 0)
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{
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arm1->translateY = pSkinOffset->fO / 16.0f;
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if (sleeve1)
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sleeve1->translateY = pSkinOffset->fO / 16.0f;
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if (armArmor1)
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armArmor1->translateY = pSkinOffset->fO / 16.0f;
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arm1Offsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && arm1->translateZ == 0)
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{
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arm1->translateZ = pSkinOffset->fO / 16.0f;
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if (sleeve1)
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sleeve1->translateZ = pSkinOffset->fO / 16.0f;
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if (armArmor1)
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armArmor1->translateZ = pSkinOffset->fO / 16.0f;
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arm1Offsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Leg0:
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if (pSkinOffset->fD == 1)
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leg0Offsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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leg0Offsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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leg0Offsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && leg0->translateX == 0)
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{
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leg0->translateX = pSkinOffset->fO / 16.0f;
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if (pants0)
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pants0->translateX = pSkinOffset->fO / 16.0f;
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if (legging0)
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legging0->translateX = pSkinOffset->fO / 16.0f;
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if (sock0)
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sock0->translateX = pSkinOffset->fO / 16.0f;
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if (boot0)
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boot0->translateX = pSkinOffset->fO / 16.0f;
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leg0Offsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && leg0->translateY == 0)
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{
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leg0->translateY = pSkinOffset->fO / 16.0f;
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if (pants0)
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pants0->translateY = pSkinOffset->fO / 16.0f;
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if (legging0)
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legging0->translateY = pSkinOffset->fO / 16.0f;
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if (sock0)
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sock0->translateY = pSkinOffset->fO / 16.0f;
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if (boot0)
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boot0->translateY = pSkinOffset->fO / 16.0f;
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leg0Offsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && leg0->translateZ == 0)
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{
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leg0->translateZ = pSkinOffset->fO / 16.0f;
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if (pants0)
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pants0->translateZ = pSkinOffset->fO / 16.0f;
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if (legging0)
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legging0->translateZ = pSkinOffset->fO / 16.0f;
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if (sock0)
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sock0->translateZ = pSkinOffset->fO / 16.0f;
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if (boot0)
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boot0->translateZ = pSkinOffset->fO / 16.0f;
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leg0Offsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Leg1:
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if (pSkinOffset->fD == 1)
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leg1Offsets[0] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2)
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leg1Offsets[1] += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3)
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leg1Offsets[2] += pSkinOffset->fO / 16.0f;
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if (pSkinOffset->fD == 1 && leg1->translateX == 0)
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{
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leg1->translateX = pSkinOffset->fO / 16.0f;
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if (pants1)
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pants1->translateX = pSkinOffset->fO / 16.0f;
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if (legging1)
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legging1->translateX = pSkinOffset->fO / 16.0f;
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if (sock1)
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sock1->translateX = pSkinOffset->fO / 16.0f;
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if (boot1)
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boot1->translateX = pSkinOffset->fO / 16.0f;
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leg1Offsets[0] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && leg1->translateY == 0)
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{
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leg1->translateY = pSkinOffset->fO / 16.0f;
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if (pants1)
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pants1->translateY = pSkinOffset->fO / 16.0f;
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if (legging1)
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legging1->translateY = pSkinOffset->fO / 16.0f;
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if (sock1)
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sock1->translateY = pSkinOffset->fO / 16.0f;
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if (boot1)
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boot1->translateY = pSkinOffset->fO / 16.0f;
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leg1Offsets[1] = pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && leg1->translateZ == 0)
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{
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leg1->translateZ = pSkinOffset->fO / 16.0f;
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if (pants1)
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pants1->translateZ = pSkinOffset->fO / 16.0f;
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if (legging1)
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legging1->translateZ = pSkinOffset->fO / 16.0f;
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if (sock1)
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sock1->translateZ = pSkinOffset->fO / 16.0f;
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if (boot1)
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boot1->translateZ = pSkinOffset->fO / 16.0f;
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leg1Offsets[2] = pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Helmet:
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if (m_isArmor)
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{
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if (pSkinOffset->fD == 1 && head->translateX == headOffsets[0])
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{
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head->translateX += pSkinOffset->fO / 16.0f;
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hair->translateX += pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 2 && head->translateY == headOffsets[1])
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{
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head->translateY += pSkinOffset->fO / 16.0f;
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hair->translateY += pSkinOffset->fO / 16.0f;
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}
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else if (pSkinOffset->fD == 3 && head->translateZ == headOffsets[2])
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{
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head->translateZ += pSkinOffset->fO / 16.0f;
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hair->translateZ += pSkinOffset->fO / 16.0f;
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}
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}
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break;
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case eBodyOffset_BodyArmor:
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if (m_isArmor && !body->isArmorPart2)
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{
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if (pSkinOffset->fD == 1 && body->translateX == bodyOffsets[0])
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body->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && body->translateY == bodyOffsets[1])
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body->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && body->translateZ == bodyOffsets[2])
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body->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_ArmArmor0:
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if (m_isArmor)
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{
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if (pSkinOffset->fD == 1 && arm0->translateX == arm0Offsets[0])
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arm0->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && arm0->translateY == arm0Offsets[1])
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arm0->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && arm0->translateZ == arm0Offsets[2])
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arm0->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_ArmArmor1:
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if (m_isArmor)
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{
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if (pSkinOffset->fD == 1 && arm1->translateX == arm1Offsets[0])
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arm1->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && arm1->translateY == arm1Offsets[1])
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arm1->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && arm1->translateZ == arm1Offsets[2])
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arm1->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Waist:
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if (m_isArmor && body->isArmorPart2)
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{
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if (pSkinOffset->fD == 1 && body->translateX == bodyOffsets[0])
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body->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && body->translateY == bodyOffsets[1])
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body->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && body->translateZ == bodyOffsets[2])
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body->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Legging0:
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if (m_isArmor && leg0->isArmorPart2)
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{
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if (pSkinOffset->fD == 1 && leg0->translateX == leg0Offsets[0])
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leg0->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && leg0->translateY == leg0Offsets[1])
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leg0->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && leg0->translateZ == leg0Offsets[2])
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leg0->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Legging1:
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if (m_isArmor && leg1->isArmorPart2)
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{
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if (pSkinOffset->fD == 1 && leg1->translateX == leg1Offsets[0])
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leg1->translateX += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 2 && leg1->translateY == leg1Offsets[1])
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leg1->translateY += pSkinOffset->fO / 16.0f;
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else if (pSkinOffset->fD == 3 && leg1->translateZ == leg1Offsets[2])
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leg1->translateZ += pSkinOffset->fO / 16.0f;
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}
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break;
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case eBodyOffset_Boot0:
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if (m_isArmor && !leg0->isArmorPart2)
|
||||
{
|
||||
if (pSkinOffset->fD == 1 && leg0->translateX == leg0Offsets[0])
|
||||
leg0->translateX += pSkinOffset->fO / 16.0f;
|
||||
else if (pSkinOffset->fD == 2 && leg0->translateY == leg0Offsets[1])
|
||||
leg0->translateY += pSkinOffset->fO / 16.0f;
|
||||
else if (pSkinOffset->fD == 3 && leg0->translateZ == leg0Offsets[2])
|
||||
leg0->translateZ += pSkinOffset->fO / 16.0f;
|
||||
}
|
||||
break;
|
||||
case eBodyOffset_Boot1:
|
||||
if (m_isArmor && !leg1->isArmorPart2)
|
||||
{
|
||||
if (pSkinOffset->fD == 1 && leg1->translateX == leg1Offsets[0])
|
||||
leg1->translateX += pSkinOffset->fO / 16.0f;
|
||||
else if (pSkinOffset->fD == 2 && leg1->translateY == leg1Offsets[1])
|
||||
leg1->translateY += pSkinOffset->fO / 16.0f;
|
||||
else if (pSkinOffset->fD == 3 && leg1->translateZ == leg1Offsets[2])
|
||||
leg1->translateZ += pSkinOffset->fO / 16.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -478,132 +738,46 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
|
|||
glPopMatrix();
|
||||
}
|
||||
else
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
||||
{
|
||||
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
||||
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
||||
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
||||
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
||||
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
||||
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
|
||||
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
|
||||
glPopMatrix();
|
||||
if (jacket != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
||||
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (sleeve0 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
||||
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (sleeve1 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
||||
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (pants0 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
||||
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (pants1 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
||||
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (waist != 0)
|
||||
waist->render(scale, usecompiled);
|
||||
if (belt != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
||||
belt->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (bodyArmor != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
|
||||
bodyArmor->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (armArmor0 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
|
||||
armArmor0->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (armArmor1 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
|
||||
armArmor1->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (legging0 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
||||
legging0->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (legging1 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
||||
legging1->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (sock0 != 0)
|
||||
sock0->render(scale, usecompiled);
|
||||
if (sock1 != 0)
|
||||
sock1->render(scale, usecompiled);
|
||||
if (boot0 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
|
||||
boot0->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
if (boot1 != 0)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
|
||||
boot1->render(scale, usecompiled);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue