Added code for more DLC skin geometry
Added code to DLCSkinFile.cpp to store skin box scale value. Added code to HumanoidModel.cpp and HumanoidModel.h to handle skin boxes added to the armor layer of skin. Added another float value to SkinBox.h
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@@ -55,7 +55,7 @@ static unsigned int nametagColorForIndex(int index)
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ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true, true )
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
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{
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humanoidModel = static_cast<HumanoidModel *>(model);
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humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
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@@ -557,7 +557,7 @@ void PlayerRenderer::renderHand()
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resModel->sleeve0->render(1 / 16.0f,true);
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//Render custom skin boxes on viewmodel - Botch
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vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
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vector<ModelPart*>* additionalModelParts = player->GetAdditionalModelParts();
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if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
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std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
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vector<ModelPart*> armchildren = resModel->arm0->children;
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