Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
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@@ -366,7 +366,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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glEnable(GL_ALPHA_TEST);
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//model->prepareMobModel(mob, wp, ws, a);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvModelOffsets);
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/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmor(mob, i, a))
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@@ -355,7 +355,7 @@ HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight
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_init(g,yOffset,texWidth,texHeight, slim, false);
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}
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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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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets)
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{
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if(entity != nullptr)
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{
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@@ -392,9 +392,11 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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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 *>* pModelOffsets = nullptr;
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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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pModelOffsets = player->GetModelOffsets();
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else if (modelOffsets != nullptr)
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pModelOffsets = modelOffsets;
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if (pModelOffsets != nullptr)
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{
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for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
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@@ -452,7 +454,7 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
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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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@@ -83,7 +83,7 @@ public:
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HumanoidModel(float g, bool isArmor);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets = nullptr);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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void renderEars(float scale, bool usecompiled);
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