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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@@ -77,9 +77,12 @@ PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0), 0.
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void PlayerRenderer::setModelType(shared_ptr<Player> player)
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{
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if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 2 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 2) resModel = humanoidModelSlim;
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else if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 1 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 1) resModel = humanoidModelWide;
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else resModel = humanoidModel;
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if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 2 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 2)
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resModel = humanoidModelSlim;
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else if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 1 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 1)
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resModel = humanoidModelWide;
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else
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resModel = humanoidModel;
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}
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unsigned int PlayerRenderer::getNametagColour(int index)
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@@ -93,7 +96,6 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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setModelType(player);
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// 4J-PB - need to disable rendering armour for some special skins (Daleks)
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unsigned int uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
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@@ -375,7 +377,6 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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setModelType(mob);
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shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
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if (headGear != nullptr)
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@@ -478,7 +479,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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resModel->renderCloak(1 / 16.0f, true);
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humanoidModel->renderCloak(1 / 16.0f, true);
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glPopMatrix();
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}
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