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Added SkinArmorFlags classes
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@@ -13,6 +13,36 @@ namespace PckStudio.Rendering.Extension
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public static Cube ToCube(this SkinBOX skinBOX) => skinBOX.ToCube(0f);
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public static Cube ToCube(this SkinBOX skinBOX, float inflate, bool flipZMapping = false)
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=> new Cube(skinBOX.Pos.ToOpenTKVector(), skinBOX.Size.ToOpenTKVector(), skinBOX.UV.ToOpenTKVector(), skinBOX.Scale + inflate, skinBOX.Mirror, flipZMapping, skinBOX.ArmorMaskFlags);
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{
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SkinArmorFlags ArmorFlags = skinBOX.ArmorMaskFlags;
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// this is to ensure armor types include the flags on top of custom defined flags for armor masking
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switch(skinBOX.Type)
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{
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case "BODYARMOR":
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case "ARMARMOR0":
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case "ARMARMOR1":
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ArmorFlags |= SkinArmorFlags.ChestplateAndArmArmor;
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break;
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case "LEGGING0":
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case "LEGGING1":
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ArmorFlags |= SkinArmorFlags.Leggings;
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break;
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case "BOOT0":
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case "BOOT1":
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ArmorFlags |= SkinArmorFlags.Boots;
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break;
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case "BELT":
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ArmorFlags |= SkinArmorFlags.Belt;
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break;
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case "SOCK0":
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case "SOCK1":
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ArmorFlags |= SkinArmorFlags.Socks;
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break;
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}
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return new Cube(skinBOX.Pos.ToOpenTKVector(), skinBOX.Size.ToOpenTKVector(), skinBOX.UV.ToOpenTKVector(), skinBOX.Scale + inflate, skinBOX.Mirror, flipZMapping, ArmorFlags.ToValue());
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}
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}
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}
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