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.
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@@ -1,9 +1,11 @@
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#pragma once
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#include "Model.h"
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#include "SkinOffset.h"
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class HumanoidModel : public Model
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{
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public:
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ModelPart* head, * hair, * body, * jacket, * arm0, * sleeve0, * arm1, * sleeve1, * leg0, * pants0, * leg1, * pants1, * ear, * cloak;
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ModelPart* waist, * belt, * bodyArmor, * armArmor0, * armArmor1, * legging0, * legging1, * sock0, * sock1, * boot0, * boot1;
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ModelPart* elytraLeft, * elytraRight;
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int holdingLeftHand;
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int holdingRightHand;
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@@ -69,16 +71,13 @@ public:
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(1 << HumanoidModel::eAnim_DisableRenderPants0) |
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(1 << HumanoidModel::eAnim_DisableRenderPants1);
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void _init(float g, float yOffset, int texWidth, int texHeight,
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bool slimHands, bool mirror, bool force32, bool isArmor = false);
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void _init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor);
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, bool isArmor);
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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 slimHands);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror, bool force32);
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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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