Added skin offsets code

Added code to apply skin offsets if present on skin. Armor offsets defined in skin will also be applied.
This commit is contained in:
Langtanium
2026-06-22 15:14:52 -07:00
committed by Langtanium
parent 9c6781013f
commit 7ba554c7ec
18 changed files with 852 additions and 68 deletions
@@ -107,6 +107,7 @@ UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
m_framesAnimatingRotation = 0;
m_bAnimatingToFacing = false;
m_pvAdditionalModelParts=nullptr;
m_pvSkinOffsets=nullptr;
m_uiAnimOverrideBitmask=0L;
}
@@ -183,6 +184,7 @@ void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME ba
}
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
m_pvSkinOffsets=app.GetSkinOffsets(app.getSkinIdFromPath(m_customTextureUrl));
}
void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
@@ -421,7 +423,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
glEnable(GL_ALPHA_TEST);
//model->prepareMobModel(mob, wp, ws, a);
model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
model->renderUI(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinOffsets);
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmor(mob, i, a))