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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@@ -79,12 +79,9 @@ public:
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob,
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float yRot, float xRot, float scale, bool usecompiled);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot,
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float scale, shared_ptr<Entity> entity,
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unsigned int uiBitmaskOverrideAnim = 0);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
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virtual void renderUI(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinOffsets);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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void renderEars(float scale, bool usecompiled);
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void renderCloak(float scale, bool usecompiled);
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