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.
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
#pragma once
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#include "Model.h"
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#include "SkinOffset.h"
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class HumanoidModel : public Model
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{
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public:
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ModelPart *head, *hair, *body, *jacket, *arm0, *sleeve0, *arm1, *sleeve1, *leg0, *pants0, *leg1, *pants1, *ear, *cloak;
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//ModelPart *hat;
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int holdingLeftHand;
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int holdingRightHand;
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bool idle;
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bool sneaking;
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bool bowAndArrow;
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bool eating; // 4J added
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float eating_t; // 4J added
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float eating_swing; // 4J added
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unsigned int m_uiAnimOverrideBitmask; // 4J added
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float m_fYOffset; // 4J added
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bool m_isArmor;
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enum animbits
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{
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eAnim_ArmsDown =0,
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eAnim_ArmsOutFront,
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eAnim_NoLegAnim,
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eAnim_HasIdle,
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eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim
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// 4J-PB - DaveK wants Fish characters to move both legs in the same way
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eAnim_SingleLegs,
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eAnim_SingleArms,
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eAnim_StatueOfLiberty, // Dr Who Weeping Angel
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eAnim_DontRenderArmour, // Dr Who Daleks
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eAnim_NoBobbing, // Dr Who Daleks
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eAnim_DisableRenderHead,
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eAnim_DisableRenderArm0,
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eAnim_DisableRenderArm1,
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eAnim_DisableRenderTorso,
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eAnim_DisableRenderLeg0,
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eAnim_DisableRenderLeg1,
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eAnim_DisableRenderHair,
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eAnim_SmallModel, // Maggie Simpson for riding horse, etc
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eAnim_ClassicModel,
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eAnim_SlimModel,
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// Hide overlay/second layer on 64x64 skins
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eAnim_DisableRenderSleeve1,
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eAnim_DisableRenderSleeve0,
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eAnim_DisableRenderPants1,
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eAnim_DisableRenderPants0,
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eAnim_DisableRenderJacket,
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eAnim_RenderArmorHead,
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eAnim_RenderArmorArm0,
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eAnim_RenderArmorArm1,
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eAnim_RenderArmorTorso,
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eAnim_RenderArmorLeg0,
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eAnim_RenderArmorLeg1,
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eAnim_Dinnerbone
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};
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static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) |
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(1<<HumanoidModel::eAnim_DisableRenderArm0) |
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(1<<HumanoidModel::eAnim_DisableRenderArm1) |
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(1<<HumanoidModel::eAnim_DisableRenderTorso) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
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(1<<HumanoidModel::eAnim_DisableRenderHair) |
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(1<<HumanoidModel::eAnim_DisableRenderSleeve1) |
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(1<<HumanoidModel::eAnim_DisableRenderSleeve0) |
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(1<<HumanoidModel::eAnim_DisableRenderPants1) |
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(1<<HumanoidModel::eAnim_DisableRenderPants0) |
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(1<<HumanoidModel::eAnim_DisableRenderJacket);
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void _init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor); // 4J added
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, bool isArmor);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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void renderEars(float scale, bool usecompiled);
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void renderCloak(float scale, bool usecompiled);
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void render(HumanoidModel *model, float scale, bool usecompiled);
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// Add new bits to models
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ModelPart * AddOrRetrievePart(SKIN_BOX *pBox);
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};
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