Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
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@@ -118,7 +118,7 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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return pNewBox;
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}
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor)
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor)
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{
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this->texWidth = texWidth;
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this->texHeight = texHeight;
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@@ -209,12 +209,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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sleeve0 = new ModelPart(this, 24 + 16, 32);
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sleeve1 = new ModelPart(this, 32 + 16, 48);
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if (slimHands == false)
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if (slim == false)
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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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}
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else if (slimHands == true)
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else if (slim == true)
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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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@@ -230,12 +230,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
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arm1->bMirror = true;
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}
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if (slimHands == false)
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if (slim == false)
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{
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arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
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}
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else if (slimHands == true)
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else if (slim == true)
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{
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arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
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arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
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@@ -349,9 +349,9 @@ HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight
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_init(g,yOffset,texWidth,texHeight, false, false);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim) : Model()
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{
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_init(g,yOffset,texWidth,texHeight, slimHands, false);
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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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@@ -834,14 +834,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
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}
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}
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void HumanoidModel::setOffset(int part, wchar_t direction, float amount)
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{
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if (part == 1)
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head->y += amount;
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else if (part == 2)
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body->y += amount;
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}
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void HumanoidModel::renderHair(float scale,bool usecompiled)
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{
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hair->yRot = head->yRot;
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