Partially implemented offsets

Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
This commit is contained in:
Langtanium
2026-04-15 19:38:08 -07:00
parent 875100cf9a
commit a8384d9840
3 changed files with 87 additions and 48 deletions

View File

@@ -251,34 +251,6 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
armorParts2->idle=false;
}
// Langtanium - any skin offsets to add to this player (skin dependent)
vector<SKIN_OFFSET *>* pModelOffsets=mob->GetModelOffsets();
if (pModelOffsets!=nullptr)
{
for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
{
// pModelOffset->ePart, pModelOffset->fD, pModelOffset->fO
switch (pModelOffset->ePart)
{
case eBodyOffset_Head:
glPushMatrix();
glTranslatef(0, 16 * 2, 0);
glPopMatrix();
break;
case eBodyOffset_Body:
break;
case eBodyOffset_Arm0:
break;
case eBodyOffset_Arm1:
break;
case eBodyOffset_Leg0:
break;
case eBodyOffset_Leg1:
break;
}
}
}
// 4J-PB - any additional parts to turn on for this player (skin dependent)
vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
//turn them on