Added item offsets for DLC skins
Added item offsets for DLC skins and changed some more code in HumanoidModel.cpp
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@@ -399,14 +399,34 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
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void ItemInHandRenderer::render(float a)
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{
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float h = oHeight + (height - oHeight) * a;
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shared_ptr<Player> player = minecraft->player;
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float h = oHeight + (height - oHeight) * a;
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shared_ptr<Player> player = minecraft->player;
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if (player == nullptr)
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{
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return;
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}
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vector<SKIN_OFFSET *>* pSkinOffsets = nullptr;
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pSkinOffsets = player->GetSkinOffsets();
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if (pSkinOffsets != nullptr)
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{
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for( SKIN_OFFSET *pSkinOffset : *pSkinOffsets )
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{
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switch (pSkinOffset->ePart)
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{
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case eBodyOffset_Arm0:
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if (pSkinOffset->fD == 2)
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h += pSkinOffset->fO / 16.0f;
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break;
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case eBodyOffset_Tool0:
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if (pSkinOffset->fD == 2)
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h += pSkinOffset->fO / 16.0f;
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break;
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}
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}
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}
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// 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
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float fudgeX = 0.0f;
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float fudgeY = 0.0f;
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@@ -900,8 +920,8 @@ void ItemInHandRenderer::renderFire(float a)
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unsigned int col = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Fire_Overlay );
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float aCol = ( (col>>24)&0xFF )/255.0f;
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float rCol = ( (col>>16)&0xFF )/255.0f;
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float gCol = ( (col>>8)&0xFF )/255.0;
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float bCol = ( col&0xFF )/255.0;
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float gCol = ( (col>>8)&0xFF )/255.0f;
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float bCol = ( col&0xFF )/255.0f;
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glColor4f(rCol, gCol, bCol, aCol);
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glEnable(GL_BLEND);
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