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Use standard skin locals in player code
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@@ -932,7 +932,7 @@ void PlayerConnection::handleTextureAndGeometryReceived(const std::wstring &text
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else
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{
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// get the data from the app
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DWORD dwSkinID = app.getSkinIdFromPath(textureName);
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std::uint32_t dwSkinID = app.getSkinIdFromPath(textureName);
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std::vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(dwSkinID);
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unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(dwSkinID);
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@@ -666,8 +666,8 @@ void Player::setCustomSkin(std::uint32_t skinId)
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if(pDLCSkinFile!=NULL)
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{
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DWORD dwBoxC=pDLCSkinFile->getAdditionalBoxesCount();
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if(dwBoxC!=0)
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const int additionalBoxCount = pDLCSkinFile->getAdditionalBoxesCount();
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if(additionalBoxCount != 0)
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{
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app.DebugPrintf("Got model parts from DLCskin for skin %X\n",m_dwSkinId);
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pvModelParts=app.SetAdditionalSkinBoxes(m_dwSkinId,pDLCSkinFile->getAdditionalBoxes());
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@@ -2958,8 +2958,8 @@ std::vector<ModelPart *> *Player::GetAdditionalModelParts()
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if(pDLCSkinFile!=NULL)
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{
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DWORD dwBoxC=pDLCSkinFile->getAdditionalBoxesCount();
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if(dwBoxC!=0)
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const int additionalBoxCount = pDLCSkinFile->getAdditionalBoxesCount();
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if(additionalBoxCount != 0)
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{
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app.DebugPrintf("m_bCheckedForModelParts Got model parts from DLCskin for skin %X\n",m_dwSkinId);
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m_ppAdditionalModelParts=app.SetAdditionalSkinBoxes(m_dwSkinId,pDLCSkinFile->getAdditionalBoxes());
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