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Update SkeletonHeadModel.cpp
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@@ -2,7 +2,7 @@
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#include "ModelPart.h"
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#include "SkeletonHeadModel.h"
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void SkeletonHeadModel::_init(int u, int v, int tw, int th)
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void SkeletonHeadModel::_init(int u, int v, int tw, int th, int g)
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{
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texWidth = tw;
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texHeight = th;
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@@ -10,7 +10,7 @@ void SkeletonHeadModel::_init(int u, int v, int tw, int th)
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// 4J Stu - Set "g" param to 0.1 to fix z-fighting issues (hair has this set to 0.5, so need to be less that that)
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// Fix for #101501 - TU12: Content: Art: Z-Fighting occurs on the bottom side of a character's head when a Mob Head is equipped.
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head->addBox(-4, -8, -4, 8, 8, 8, 0.1); // Head
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head->addBox(-4, -8, -4, 8, 8, 8, g); // Head
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head->setPos(0, 0, 0);
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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@@ -22,9 +22,9 @@ SkeletonHeadModel::SkeletonHeadModel()
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_init(0, 35, 64, 64);
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}
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SkeletonHeadModel::SkeletonHeadModel(int u, int v, int tw, int th)
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SkeletonHeadModel::SkeletonHeadModel(int u, int v, int tw, int th, int g)
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{
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_init(u,v,tw,th);
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_init(u,v,tw,th,g);
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}
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void SkeletonHeadModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
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@@ -40,4 +40,4 @@ void SkeletonHeadModel::setupAnim(float time, float r, float bob, float yRot, fl
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head->yRot = yRot / (180 / PI);
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head->xRot = xRot / (180 / PI);
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}
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}
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