Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
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@@ -1,7 +1,7 @@
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#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 "..\Minecraft.World\Player.h"
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#include "ModelPart.h"
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// 4J added
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@@ -385,12 +385,98 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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}
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else
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{
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
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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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if (player != nullptr)
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{
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vector<SKIN_OFFSET *>* pModelOffsets=player->GetModelOffsets();
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if (pModelOffsets != nullptr)
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{
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for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
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{
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switch (pModelOffset->ePart)
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{
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case eBodyOffset_Head:
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if(pModelOffset->fD == 1)
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headOffsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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headOffsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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headOffsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Body:
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if(pModelOffset->fD == 1)
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bodyOffsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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bodyOffsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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bodyOffsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Arm0:
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if(pModelOffset->fD == 1)
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arm0Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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arm0Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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arm0Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Arm1:
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if(pModelOffset->fD == 1)
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arm1Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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arm1Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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arm1Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Leg0:
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if(pModelOffset->fD == 1)
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leg0Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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leg0Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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leg0Offsets[2] = pModelOffset->fO;
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break;
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case eBodyOffset_Leg1:
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if(pModelOffset->fD == 1)
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leg1Offsets[0] = pModelOffset->fO;
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else if(pModelOffset->fD == 2)
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leg1Offsets[1] = pModelOffset->fO;
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else if(pModelOffset->fD == 3)
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leg1Offsets[2] = pModelOffset->fO;
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break;
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}
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}
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}
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}
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glPushMatrix();
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glTranslatef(headOffsets[0]/16.0f, headOffsets[1]/16.0f, headOffsets[2]/16.0f);
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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]/16.0f, bodyOffsets[1]/16.0f, bodyOffsets[2]/16.0f);
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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]/16.0f, arm0Offsets[1]/16.0f, arm0Offsets[2]/16.0f);
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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]/16.0f, arm1Offsets[1]/16.0f, arm1Offsets[2]/16.0f);
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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]/16.0f, leg0Offsets[1]/16.0f, leg0Offsets[2]/16.0f);
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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]/16.0f, leg1Offsets[1]/16.0f, leg1Offsets[2]/16.0f);
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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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hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
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if (jacket != 0)
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jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
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