commitb40530fa5eAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:59:46 2026 -0700 Implemented skin offsets in UI Added code to render skin offsets in the skin select UI. commita8384d9840Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:38:08 2026 -0700 Partially implemented offsets Added code that visually shifts the player's model parts, but only in game not in the skin select UI. commit875100cf9aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 16:48:03 2026 -0700 Minor change Simplified redundant conditions in HumanoidModel.cpp commit96f683d1fbMerge:db685a7424c74aa2Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 16:37:30 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commitdb685a74f3Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 15:35:38 2026 -0700 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). commitaa769d54adAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Sat Apr 11 19:36:52 2026 -0700 Fixed crashes Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data. commitf18ac12cc0Merge:8e76763afd2fd659Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 10 16:06:57 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commit8e76763a3dAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 16:50:43 2026 -0700 Made more changes Made more changes in files to support skin offsets. The game still crashes when trying to load skins. commit1a8f353297Merge:a1d9ae59bb5fa506Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 13:12:39 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commita1d9ae591aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 3 21:50:42 2026 -0700 Added small additions Added more code referencing skin offsets. Still doesn't work correctly. commitd28a751d9cMerge:3888de7a8bf03435Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:09:08 2026 -0700 Merge branch 'smartcmd:main' into feat/skin-offsets commit3888de7ab4Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:07:48 2026 -0700 Added code for skin offsets Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
525 lines
14 KiB
C++
525 lines
14 KiB
C++
#include "stdafx.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ScreenSizeCalculator.h"
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#include "..\..\EntityRenderDispatcher.h"
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#include "..\..\PlayerRenderer.h"
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#include "..\..\HumanoidModel.h"
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#include "..\..\Lighting.h"
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#include "..\..\ModelPart.h"
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#include "..\..\Options.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "UIControl_PlayerSkinPreview.h"
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//#define SKIN_PREVIEW_BOB_ANIM
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#define SKIN_PREVIEW_WALKING_ANIM
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UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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{
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UIControl::setControlType(UIControl::ePlayerSkinPreview);
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m_bDirty = FALSE;
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m_fScale = 1.0f;
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m_fAlpha = 1.0f;
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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m_customTextureUrl = L"default";
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m_backupTexture = TN_MOB_CHAR;
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m_capeTextureUrl = L"";
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m_yRot = 0;
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m_xRot = 0;
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m_swingTime = 0.0f;
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m_bobTick = 0.0f;
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m_walkAnimSpeedO = 0.0f;
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m_walkAnimSpeed = 0.0f;
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m_walkAnimPos = 0.0f;
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m_bAutoRotate = false;
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m_bRotatingLeft = false;
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m_incXRot = false;
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m_decXRot = false;
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m_incYRot = false;
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m_decYRot = false;
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m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_fTargetRotation = 0.0f;
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m_fOriginalRotation = 0.0f;
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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_uiAnimOverrideBitmask=0L;
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}
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void UIControl_PlayerSkinPreview::tick()
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{
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UIControl::tick();
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if( m_bAnimatingToFacing )
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{
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++m_framesAnimatingRotation;
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m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES );
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//if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false;
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}
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else
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{
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if( m_incXRot ) IncrementXRotation();
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if( m_decXRot ) DecrementXRotation();
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if( m_incYRot ) IncrementYRotation();
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if( m_decYRot ) DecrementYRotation();
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if(m_bAutoRotate)
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{
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++m_rotateTick;
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if(m_rotateTick%4==0)
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{
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if(m_yRot >= LOOK_LEFT_EXTENT)
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{
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m_bRotatingLeft = false;
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}
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else if(m_yRot <= LOOK_RIGHT_EXTENT)
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{
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m_bRotatingLeft = true;
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}
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if(m_bRotatingLeft)
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{
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IncrementYRotation();
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}
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else
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{
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DecrementYRotation();
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}
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}
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}
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}
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}
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void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture)
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{
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m_customTextureUrl = url;
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m_backupTexture = backupTexture;
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unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) );
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if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
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{
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// We have a force animation for some skins (claptrap)
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// 4J-PB - treat all the eAnim_Disable flags as a force anim
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if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
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{
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m_uiAnimOverrideBitmask=uiAnimOverrideBitmask;
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}
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else
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{
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m_uiAnimOverrideBitmask=0;
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}
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}
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else
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{
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m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
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}
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m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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m_pvModelOffsets=app.GetModelOffsets(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
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{
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switch(facing)
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{
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case e_SkinPreviewFacing_Forward:
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m_fTargetRotation = 0;
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m_bRotatingLeft = true;
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break;
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case e_SkinPreviewFacing_Left:
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m_fTargetRotation = LOOK_LEFT_EXTENT;
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m_bRotatingLeft = false;
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break;
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case e_SkinPreviewFacing_Right:
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m_fTargetRotation = LOOK_RIGHT_EXTENT;
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m_bRotatingLeft = true;
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break;
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}
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if(!bAnimate)
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{
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m_yRot = m_fTargetRotation;
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m_bAnimatingToFacing = false;
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}
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else
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{
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m_fOriginalRotation = m_yRot;
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m_bAnimatingToFacing = true;
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m_framesAnimatingRotation = 0;
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}
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}
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void UIControl_PlayerSkinPreview::CycleNextAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation + 1);
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if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::CyclePreviousAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation - 1);
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if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = static_cast<ESkinPreviewAnimations>(e_SkinPreviewAnimation_Count - 1);
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix();
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float width = region->x1 - region->x0;
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float height = region->y1 - region->y0;
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float xo = width/2;
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float yo = height;
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glTranslatef(xo, yo - 3.5f, 50.0f);
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//glTranslatef(120.0f, 294, 0.0f);
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float ss;
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// Base scale on height of this control
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// Potentially we might want separate x & y scales here
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ss = width / (m_fScreenWidth / m_fScreenHeight);
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glScalef(-ss, ss, ss);
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glRotatef(180, 0, 0, 1);
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//glRotatef(45 + 90, 0, 1, 0);
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Lighting::turnOn();
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//glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-static_cast<float>(m_xRot), 1, 0, 0);
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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pMinecraft->options->hideGui = true;
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//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
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EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_LOCALPLAYER);
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if (renderer != nullptr)
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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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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=true;
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}
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}
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render(renderer,0,0,0,0,1);
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//renderer->postRender(entity, x, y, z, rot, a);
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// hide the additional parts
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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=false;
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}
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}
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}
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pMinecraft->options->hideGui = wasHidingGui;
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glPopMatrix();
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Lighting::turnOff();
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glDisable(GL_RESCALE_NORMAL);
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}
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// 4J Stu - Modified version of MobRenderer::render that does not require an actual entity
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void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a)
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{
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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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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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//model->riding = mob->isRiding();
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//if (armor != nullptr) armor->riding = model->riding;
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// 4J Stu - Remember to reset these values once the rendering is done if you add another one
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model->attackTime = 0;
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model->sneaking = false;
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model->holdingRightHand = false;
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model->holdingLeftHand = false;
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model->idle = false;
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model->eating = false;
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model->eating_swing = 0;
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model->eating_t = 0;
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model->young = false;
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model->riding = false;
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model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
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if( !m_bAnimatingToFacing )
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{
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switch( m_currentAnimation )
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{
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case e_SkinPreviewAnimation_Sneaking:
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model->sneaking = true;
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break;
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case e_SkinPreviewAnimation_Attacking:
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model->holdingRightHand = true;
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m_swingTime++;
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if (m_swingTime >= (Player::SWING_DURATION * 3) )
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{
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m_swingTime = 0;
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}
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model->attackTime = m_swingTime / static_cast<float>(Player::SWING_DURATION * 3);
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break;
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default:
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break;
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};
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}
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float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
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float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
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//setupPosition(mob, x, y, z);
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// is equivalent to
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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//float bob = getBob(mob, a);
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#ifdef SKIN_PREVIEW_BOB_ANIM
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float bob = (m_bobTick + a)/2;
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++m_bobTick;
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if(m_bobTick>=360*2) m_bobTick = 0;
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#else
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float bob = 0.0f;
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#endif
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//setupRotations(mob, bob, bodyRot, a);
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// is equivalent to
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glRotatef(180 - bodyRot, 0, 1, 0);
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float _scale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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//scale(mob, a);
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// is equivalent to
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float s = 15 / 16.0f;
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glScalef(s, s, s);
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// 4J - TomK - pull up character a bit more to make sure extra geo around feet doesn't cause rendering problems on PSVita
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#ifdef __PSVITA__
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glTranslatef(0, -24 * _scale - 1.0f / 16.0f, 0);
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#else
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glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
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#endif
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#ifdef SKIN_PREVIEW_WALKING_ANIM
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m_walkAnimSpeedO = m_walkAnimSpeed;
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
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m_walkAnimPos += m_walkAnimSpeed;
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float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
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float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
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#else
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float ws = 0;
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float wp = 0;
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#endif
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if (ws > 1) ws = 1;
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MemSect(31);
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bindTexture(m_customTextureUrl, m_backupTexture);
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MemSect(0);
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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, m_pvModelOffsets);
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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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{
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armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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}
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}*/
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//additionalRendering(mob, a);
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if (bindTexture(m_capeTextureUrl, L"" ))
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{
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
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double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
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double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
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float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = sin(yr * PI / 180);
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double za = -cos(yr * PI / 180);
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float flap = static_cast<float>(yd) * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = static_cast<float>(xd * xa + zd * za) * 100;
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float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
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flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
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if (model->sneaking)
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{
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flap += 25;
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}
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glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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model->renderCloak(1 / 16.0f,true);
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glPopMatrix();
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}
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/*
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float br = mob->getBrightness(a);
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int overlayColor = getOverlayColor(mob, br, a);
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if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
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{
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_EQUAL);
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// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
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|
// about (in particular the depth & alpha test) don't work with our command buffer versions
|
|
if (mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0)
|
|
{
|
|
float r = ((overlayColor >> 16) & 0xff) / 255.0f;
|
|
float g = ((overlayColor >> 8) & 0xff) / 255.0f;
|
|
float b = ((overlayColor) & 0xff) / 255.0f;
|
|
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
|
|
glColor4f(r, g, b, aa);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(r, g, b, aa);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
*/
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glPopMatrix();
|
|
|
|
MemSect(31);
|
|
//renderName(mob, x, y, z);
|
|
MemSect(0);
|
|
|
|
// Reset the model values to stop the changes we made here affecting anything in game (like the player hand render)
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|