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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@@ -891,10 +891,10 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
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{
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// we don't have the dlc skin, so retrieve the data from the app store
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vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(packet->dwSkinID);
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vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(packet->dwSkinID);
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vector<SKIN_OFFSET *> *pvSkinAdjustments = app.GetSkinAdjustments(packet->dwSkinID);
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unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinAdjustments, uiAnimOverrideBitmask));
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}
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}
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else
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@@ -924,7 +924,7 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Adding skin offsets for skin id %X, offset count %d\n",packet->dwSkinID,packet->dwOffsetC);
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#endif
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app.SetSkinOffsets(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
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app.SetSkinAdjustments(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
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}
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// Add the anim override
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app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);
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@@ -975,7 +975,7 @@ void PlayerConnection::handleTextureAndGeometryReceived(const wstring &textureNa
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// get the data from the app
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DWORD dwSkinID = app.getSkinIdFromPath(textureName);
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vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(dwSkinID);
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vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(dwSkinID);
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vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetSkinAdjustments(dwSkinID);
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unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(dwSkinID);
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send(std::make_shared<TextureAndGeometryPacket>(textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));
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