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).
This commit is contained in:
Langtanium
2026-04-14 15:35:38 -07:00
parent aa769d54ad
commit db685a74f3
6 changed files with 68 additions and 46 deletions

View File

@@ -118,7 +118,7 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
return pNewBox;
}
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor)
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor)
{
this->texWidth = texWidth;
this->texHeight = texHeight;
@@ -209,12 +209,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
sleeve0 = new ModelPart(this, 24 + 16, 32);
sleeve1 = new ModelPart(this, 32 + 16, 48);
if (slimHands == false)
if (slim == false)
{
sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
}
else if (slimHands == true)
else if (slim == true)
{
sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
@@ -230,12 +230,12 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, b
arm1->bMirror = true;
}
if (slimHands == false)
if (slim == false)
{
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
}
else if (slimHands == true)
else if (slim == true)
{
arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
@@ -349,9 +349,9 @@ HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight
_init(g,yOffset,texWidth,texHeight, false, false);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim) : Model()
{
_init(g,yOffset,texWidth,texHeight, slimHands, false);
_init(g,yOffset,texWidth,texHeight, slim, false);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
@@ -834,14 +834,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
}
}
void HumanoidModel::setOffset(int part, wchar_t direction, float amount)
{
if (part == 1)
head->y += amount;
else if (part == 2)
body->y += amount;
}
void HumanoidModel::renderHair(float scale,bool usecompiled)
{
hair->yRot = head->yRot;