Made changes to skin related code
Renamed all Alex skins and Developer Steve skin to match the official file names, reordered default skin to match the order in the official release of LCE, modified model type logic to be more optimized, added more anim flags to HumanoidModel.h, added code to show armor if the corresponding part is hidden but the "show armor" part anim flag is present, added code to handle extra skin box values of "hide with armor", "mirror skin box", and "scale", corrected player model second/overlay layer scale from 0.5 to 0.25, and fixed skin boxes not rendering on 64x64 DLC skins.
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@@ -24,16 +24,16 @@ const WCHAR *UIScene_SkinSelectMenu::wchDefaultNamesA[]=
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L"Prisoner Steve",
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L"Cyclist Steve",
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L"Boxer Steve",
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L"Developer Steve",
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L"Alex",
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L"Tuxedo Alex",
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L"Boxer Alex",
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L"Prisoner Alex",
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L"Tennis Alex",
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L"Cyclist Alex",
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L"Tuxedo Alex",
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L"Athlete Alex",
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L"Swedish Alex",
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L"Prisoner Alex",
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L"Cyclist Alex",
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L"Boxer Alex",
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L"Developer Alex",
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L"Developer Steve",
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};
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UIScene_SkinSelectMenu::UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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@@ -1004,34 +1004,34 @@ TEXTURE_NAME UIScene_SkinSelectMenu::getTextureId(int skinIndex)
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texture = TN_MOB_CHAR7;
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break;
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case eDefaultSkins_Skin8:
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texture = TN_MOB_CHAR8;
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texture = TN_MOB_ALEX;
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break;
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case eDefaultSkins_Skin9:
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texture = TN_MOB_CHAR9;
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texture = TN_MOB_ALEX1;
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break;
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case eDefaultSkins_Skin10:
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texture = TN_MOB_CHAR10;
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texture = TN_MOB_ALEX2;
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break;
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case eDefaultSkins_Skin11:
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texture = TN_MOB_CHAR11;
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texture = TN_MOB_ALEX3;
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break;
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case eDefaultSkins_Skin12:
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texture = TN_MOB_CHAR12;
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texture = TN_MOB_ALEX4;
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break;
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case eDefaultSkins_Skin13:
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texture = TN_MOB_CHAR13;
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texture = TN_MOB_ALEX5;
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break;
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case eDefaultSkins_Skin14:
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texture = TN_MOB_CHAR14;
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texture = TN_MOB_ALEX6;
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break;
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case eDefaultSkins_Skin15:
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texture = TN_MOB_CHAR15;
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texture = TN_MOB_ALEX7;
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break;
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case eDefaultSkins_Skin16:
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texture = TN_MOB_CHAR16;
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texture = TN_MOB_DEVALEX;
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break;
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case eDefaultSkins_Skin17:
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texture = TN_MOB_CHAR17;
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texture = TN_MOB_DEVSTEVE;
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break;
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};
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