Added skin offsets code
Added code to apply skin offsets if present on skin. Armor offsets defined in skin will also be applied.
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@@ -107,6 +107,7 @@ UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts=nullptr;
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m_pvSkinOffsets=nullptr;
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m_uiAnimOverrideBitmask=0L;
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}
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@@ -183,6 +184,7 @@ void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME ba
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}
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m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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m_pvSkinOffsets=app.GetSkinOffsets(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
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@@ -421,7 +423,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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glEnable(GL_ALPHA_TEST);
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//model->prepareMobModel(mob, wp, ws, a);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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model->renderUI(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinOffsets);
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/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmor(mob, i, a))
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