More skin changes

Added armor skin layer to HumanoidModel.cpp and HumanoidModel.h and adjusted skin box code to handle new armor layer. Added SkinOffsets.h with SKIN_OFFSET type. Added code to DLCManager.cpp, DLCManager.h, DLCSkinFile.cpp, and DLCSkinFile.h to read skin offsets from DLC skin packs (Does not affect skin yet). Changed Steve skins back to their original 64x32 size for parity with official LCE. Removed some redundant code.
This commit is contained in:
Langtanium
2026-06-22 15:14:52 -07:00
committed by Langtanium
parent 88598ad727
commit 9c6781013f
28 changed files with 630 additions and 433 deletions
+205
View File
@@ -160,11 +160,216 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
{
pSkinBox->ePart=eBodyPart_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinBox->ePart=eBodyPart_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinBox->ePart=eBodyPart_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinBox->ePart=eBodyPart_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinBox->ePart=eBodyPart_Pants1;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinBox->ePart=eBodyPart_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinBox->ePart=eBodyPart_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinBox->ePart=eBodyPart_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinBox->ePart=eBodyPart_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinBox->ePart=eBodyPart_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinBox->ePart=eBodyPart_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinBox->ePart=eBodyPart_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinBox->ePart=eBodyPart_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinBox->ePart=eBodyPart_Belt;
}
// add this to the skin's vector of parts
m_AdditionalBoxes.push_back(pSkinBox);
}
break;
case DLCManager::e_DLCParamType_Offset:
{
WCHAR wchBodyPart[10];
wchar_t wchDirection[2];
SKIN_OFFSET *pSkinOffset = new SKIN_OFFSET;
ZeroMemory(pSkinOffset,sizeof(SKIN_OFFSET));
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
swscanf(value.c_str(), L"%10ls%2ls%f", wchBodyPart,
#else
swscanf_s(value.c_str(), L"%9ls%2ls%f", wchBodyPart,10, wchDirection,2,
#endif
&pSkinOffset->fO);
if(wcscmp(wchDirection,L"X")==0)
{
pSkinOffset->fD=eOffsetDirection_X;
}
else if (wcscmp(wchDirection,L"Y")==0)
{
pSkinOffset->fD=eOffsetDirection_Y;
}
else if(wcscmp(wchDirection,L"Z")==0)
{
pSkinOffset->fD=eOffsetDirection_Z;
}
if(wcscmp(wchBodyPart,L"HEAD")==0)
{
pSkinOffset->ePart=eBodyOffset_Head;
}
else if(wcscmp(wchBodyPart,L"BODY")==0)
{
pSkinOffset->ePart=eBodyOffset_Body;
}
else if(wcscmp(wchBodyPart,L"ARM0")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm0;
}
else if(wcscmp(wchBodyPart,L"ARM1")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm1;
}
else if(wcscmp(wchBodyPart,L"LEG0")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg0;
}
else if(wcscmp(wchBodyPart,L"LEG1")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinOffset->ePart=eBodyOffset_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinOffset->ePart=eBodyOffset_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants1;
}
else if(wcscmp(wchBodyPart,L"HELMET")==0)
{
pSkinOffset->ePart=eBodyOffset_Helmet;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinOffset->ePart=eBodyOffset_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinOffset->ePart=eBodyOffset_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinOffset->ePart=eBodyOffset_Belt;
}
else if(wcscmp(wchBodyPart,L"TOOL0")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool0;
}
else if(wcscmp(wchBodyPart,L"TOOL1")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool1;
}
// add this to the skin's vector of offsets
m_Offsets.push_back(pSkinOffset);
}
break;
case DLCManager::e_DLCParamType_Anim:
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.