mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-07-04 20:57:26 +00:00
Added item offsets for DLC skins
Added item offsets for DLC skins and changed some more code in HumanoidModel.cpp
This commit is contained in:
parent
56e9aa0cca
commit
7c632c72f0
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@ -182,17 +182,17 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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if (!slim)
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{
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sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
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sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
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sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25f); // Sleeve0
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sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25f); // Sleeve1
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}
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else if (slim)
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{
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sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
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sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
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sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25f); // Sleeve0 Slim
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sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25f); // Sleeve1 Slim
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}
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jacket = new ModelPart(this, 16, 32);
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jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25);
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jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25f);
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jacket->setPos(0, 0 + yOffset, 0);
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sleeve0->setPos(-5, 2 + yOffset, 0);
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@ -259,11 +259,11 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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leg1 = new ModelPart(this, 16, 48);
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pants0 = new ModelPart(this, 0, 32);
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pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants0
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pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f); // Pants0
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pants0->setPos(-1.9, 12 + yOffset, 0);
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pants1 = new ModelPart(this, 0, 48);
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pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants1
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pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25f); // Pants1
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pants1->setPos(1.9, 12 + yOffset, 0);
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}
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else if (texHeight == 32)
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@ -784,200 +784,265 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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// This code is similar to what's above, but allows skin offsets to work in the skin select menu - Langtanium
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void HumanoidModel::renderUI(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinOffsets)
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{
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setupAnim(time, r, bob, yRot, xRot, scale, nullptr, m_uiAnimOverrideBitmask);
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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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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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vector<SKIN_OFFSET *>* pSkinOffsets = nullptr;
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if (skinOffsets != nullptr)
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pSkinOffsets = skinOffsets;
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if (pSkinOffsets != nullptr)
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{
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for( SKIN_OFFSET *pSkinOffset : *pSkinOffsets )
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for( SKIN_OFFSET *pSkinOffset : *skinOffsets )
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{
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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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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else if(pSkinOffset->fD == 2)
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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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else if(pSkinOffset->fD == 3)
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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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}
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}
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}
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glPushMatrix();
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glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
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setupAnim(time, r, bob, yRot, xRot, scale, nullptr, m_uiAnimOverrideBitmask);
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head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
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body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
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arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
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arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
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leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(leg1Offsets[0], leg1Offsets[1], leg1Offsets[2]);
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leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
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glPopMatrix();
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glPushMatrix();
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glTranslatef(headOffsets[0], headOffsets[1], headOffsets[2]);
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hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
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glPopMatrix();
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if (jacket != 0)
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{
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glPushMatrix();
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glTranslatef(bodyOffsets[0], bodyOffsets[1], bodyOffsets[2]);
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jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
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glPopMatrix();
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}
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if (sleeve0 != 0)
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{
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glPushMatrix();
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glTranslatef(arm0Offsets[0], arm0Offsets[1], arm0Offsets[2]);
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sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
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glPopMatrix();
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}
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if (sleeve1 != 0)
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{
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glPushMatrix();
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glTranslatef(arm1Offsets[0], arm1Offsets[1], arm1Offsets[2]);
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sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
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glPopMatrix();
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}
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if (pants0 != 0)
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{
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glPushMatrix();
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glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
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pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
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glPopMatrix();
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}
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if (pants1 != 0)
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{
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glPushMatrix();
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glTranslatef(leg0Offsets[0], leg0Offsets[1], leg0Offsets[2]);
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pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
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glPopMatrix();
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}
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if (waist != 0)
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waist->render(scale, usecompiled);
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if (belt != 0)
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{
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glPushMatrix();
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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();
|
||||
}
|
||||
}
|
||||
|
||||
void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
|
||||
|
|
|
|||
|
|
@ -399,14 +399,34 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
|
|||
|
||||
void ItemInHandRenderer::render(float a)
|
||||
{
|
||||
float h = oHeight + (height - oHeight) * a;
|
||||
shared_ptr<Player> player = minecraft->player;
|
||||
float h = oHeight + (height - oHeight) * a;
|
||||
shared_ptr<Player> player = minecraft->player;
|
||||
|
||||
if (player == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
vector<SKIN_OFFSET *>* pSkinOffsets = nullptr;
|
||||
pSkinOffsets = player->GetSkinOffsets();
|
||||
if (pSkinOffsets != nullptr)
|
||||
{
|
||||
for( SKIN_OFFSET *pSkinOffset : *pSkinOffsets )
|
||||
{
|
||||
switch (pSkinOffset->ePart)
|
||||
{
|
||||
case eBodyOffset_Arm0:
|
||||
if (pSkinOffset->fD == 2)
|
||||
h += pSkinOffset->fO / 16.0f;
|
||||
break;
|
||||
case eBodyOffset_Tool0:
|
||||
if (pSkinOffset->fD == 2)
|
||||
h += pSkinOffset->fO / 16.0f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
|
||||
float fudgeX = 0.0f;
|
||||
float fudgeY = 0.0f;
|
||||
|
|
@ -900,8 +920,8 @@ void ItemInHandRenderer::renderFire(float a)
|
|||
unsigned int col = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Fire_Overlay );
|
||||
float aCol = ( (col>>24)&0xFF )/255.0f;
|
||||
float rCol = ( (col>>16)&0xFF )/255.0f;
|
||||
float gCol = ( (col>>8)&0xFF )/255.0;
|
||||
float bCol = ( col&0xFF )/255.0;
|
||||
float gCol = ( (col>>8)&0xFF )/255.0f;
|
||||
float bCol = ( col&0xFF )/255.0f;
|
||||
|
||||
glColor4f(rCol, gCol, bCol, aCol);
|
||||
glEnable(GL_BLEND);
|
||||
|
|
|
|||
Loading…
Reference in a new issue