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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@@ -251,6 +251,34 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
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armorParts2->idle=false;
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}
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// Langtanium - any skin offsets to add to this player (skin dependent)
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vector<SKIN_OFFSET *>* pModelOffsets=mob->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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// pModelOffset->ePart, pModelOffset->fD, pModelOffset->fO
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switch (pModelOffset->ePart)
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{
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case eBodyOffset_Head:
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glPushMatrix();
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glTranslatef(0, 16 * 2, 0);
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glPopMatrix();
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break;
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case eBodyOffset_Body:
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break;
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case eBodyOffset_Arm0:
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break;
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case eBodyOffset_Arm1:
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break;
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case eBodyOffset_Leg0:
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break;
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case eBodyOffset_Leg1:
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break;
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}
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}
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}
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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//turn them on
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@@ -273,23 +301,6 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
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}
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}
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vector<SKIN_OFFSET *>* pModelOffsets=mob->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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resModel->setOffset(1, pModelOffset->fD, pModelOffset->fO);
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break;
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case eBodyOffset_Body:
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resModel->setOffset(2, pModelOffset->fD, pModelOffset->fO);
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break;
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}
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}
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}
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armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
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armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
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