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.
This commit is contained in:
Langtanium
2026-06-22 15:14:52 -07:00
committed by Langtanium
parent a4cc0659b5
commit bccca54ea0
43 changed files with 249 additions and 339 deletions
+2 -6
View File
@@ -31,9 +31,8 @@ private:
protected:
Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
Model *modelWide;
Model *modelSlim;
Model *newModel;
Model *newModelSlim;
protected:
TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
@@ -71,10 +70,7 @@ public:
public:
// 4J Added
virtual Model *getModel() { return model; }
virtual Model *getModelSlim() { return modelSlim; }
virtual Model *getNewModel() { return newModel; }
virtual Model *getNewModelSlim() { return newModelSlim; }
virtual Model *getModel(int modelType = 0);
virtual void SetItemFrame(bool bSet) {}
virtual bool shouldRender(shared_ptr<Entity> entity, float camX, float camY, float camZ) { return true; }