feat: armorstand from decomp
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@@ -0,0 +1,47 @@
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#include "stdafx.h"
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#include "HumanoidArmorLayer.h"
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#include "HumanoidModel.h"
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#include "ModelPart.h"
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HumanoidArmorLayer::HumanoidArmorLayer(LivingEntityRenderer* renderer)
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: AbstractArmorLayer(renderer)
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{
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armorModel1 = new HumanoidModel(0.5f);
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armorModel2 = new HumanoidModel(1.0f);
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}
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void HumanoidArmorLayer::createArmorModels() {
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delete armorModel1;
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delete armorModel2;
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armorModel1 = new HumanoidModel(0.5f);
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armorModel2 = new HumanoidModel(1.0f);
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}
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void HumanoidArmorLayer::setPartVisibility(HumanoidModel* m, unsigned int slot) {
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m->setAllVisible(false);
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switch (slot) {
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case 0: break;
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case 1:
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m->leg0->visible = true;
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m->leg1->visible = true;
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break;
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case 2:
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m->body->visible = true;
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m->leg0->visible = true;
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m->leg1->visible = true;
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break;
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case 3:
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m->arm1->visible = true;
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m->arm0->visible = true;
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break;
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case 4:
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m->head->visible = true;
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if (m->hair) m->hair->visible = true;
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break;
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default: break;
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}
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}
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