Renamed and added functions
Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
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@@ -63,6 +63,7 @@ CXuiCtrlMinecraftSkinPreview::CXuiCtrlMinecraftSkinPreview() :
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts=nullptr;
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m_pvSkinAdjustments=nullptr;
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m_uiAnimOverrideBitmask=0L;
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}
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@@ -102,6 +103,7 @@ void CXuiCtrlMinecraftSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME b
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app.DebugPrintf("+++ SetTexture - %d, %8x\n",app.getSkinIdFromPath(m_customTextureUrl)&0xFFFFFFF,m_uiAnimOverrideBitmask);
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m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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m_pvSkinAdjustments=app.GetSkinAdjustments(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void CXuiCtrlMinecraftSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
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@@ -294,15 +296,8 @@ void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, do
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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HumanoidModel *model;
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Textures *t = Minecraft::GetInstance()->textures;
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if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
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model = static_cast<HumanoidModel *>(renderer->getModelSlim());
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else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
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model = static_cast<HumanoidModel *>(renderer->getModelClassic());
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else
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model = static_cast<HumanoidModel *>(renderer->getModel());
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HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel(Player::GetModelTypeFromTextureId(t->loadMemTexture(m_customTextureUrl, m_backupTexture))+Player::GetModelTypeFromAnimBitmask(m_uiAnimOverrideBitmask)));
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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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@@ -397,7 +392,7 @@ void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, do
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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->renderUIAdjustments(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinAdjustments);
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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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