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:
@@ -16,7 +16,6 @@
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#include "../Minecraft.World/StringHelpers.h"
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#include "SkeletonHeadModel.h"
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#include "Textures.h"
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#include "Skins.h"
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ResourceLocation PlayerRenderer::SKELETON_LOCATION = ResourceLocation(TN_MOB_SKELETON);
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ResourceLocation PlayerRenderer::WITHER_SKELETON_LOCATION = ResourceLocation(TN_MOB_WITHER_SKELETON);
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@@ -64,16 +63,22 @@ static unsigned int nametagColorForIndex(int index)
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ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0), 0.5f, true, true)
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
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{
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humanoidModel = static_cast<HumanoidModel*>(model);
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humanoidModelSlim = static_cast<HumanoidModel*>(modelSlim);
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newHumanoidModel = static_cast<HumanoidModel*>(newModel);
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newHumanoidModelSlim = static_cast<HumanoidModel*>(newModelSlim);
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humanoidModel = static_cast<HumanoidModel *>(model);
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humanoidModelWide = static_cast<HumanoidModel *>(modelWide);
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humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
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armorParts1 = new HumanoidModel(1.0f);
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armorParts2 = new HumanoidModel(0.5f);
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armorParts3 = new HumanoidModel(0.5f);
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armorParts1 = new HumanoidModel(1.0f, true);
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armorParts2 = new HumanoidModel(0.5f, true);
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armorParts3 = new HumanoidModel(0.5f, true);
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}
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void PlayerRenderer::setModelType(shared_ptr<Player> player)
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{
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if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 1 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 1) resModel = humanoidModelWide;
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else if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 2 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 2) resModel = humanoidModelSlim;
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else resModel = humanoidModel;
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}
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unsigned int PlayerRenderer::getNametagColour(int index)
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@@ -87,6 +92,7 @@ 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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@@ -116,9 +122,9 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
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armor->leg1->visible = layer == 2 || layer == 3;
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setArmor(armor);
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if (armor != nullptr) armor->attackTime = model->attackTime;
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if (armor != nullptr) armor->riding = model->riding;
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if (armor != nullptr) armor->young = model->young;
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if (armor != nullptr) armor->attackTime = resModel->attackTime;
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if (armor != nullptr) armor->riding = resModel->riding;
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if (armor != nullptr) armor->young = resModel->young;
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
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if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
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@@ -221,38 +227,12 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
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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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HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
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if (mob == nullptr) return;
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if (mob->hasInvisiblePrivilege()) return;
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if (mob != nullptr)
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{
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Textures* textures = Minecraft::GetInstance()->textures;
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int skinId = mob->getPlayerDefaultSkin() - 1;
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int defaultSkin = mob->getPlayerDefaultSkin() + 35;
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if (slim[skinId] == true)
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{
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if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
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}
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else
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{
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if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModel);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModel);
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}
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}
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else
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resModel = static_cast<HumanoidModel*>(model);
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/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
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else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
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else resModel = humanoidModel;*/
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setModelType(mob);
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setPlayerModelType(resModel);
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shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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@@ -341,6 +321,12 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
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armorParts2->idle = false;
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}
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// Get armor in armor slot so we can hide the armor layer of the skin - Langtanium
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shared_ptr<ItemInstance> itemHelmet = mob->inventory->getArmor(3);
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shared_ptr<ItemInstance> itemChestplate = mob->inventory->getArmor(2);
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shared_ptr<ItemInstance> itemLeggings = mob->inventory->getArmor(1);
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shared_ptr<ItemInstance> itemBoots = mob->inventory->getArmor(0);
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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vector<ModelPart*>* pAdditionalModelParts = mob->GetAdditionalModelParts();
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//turn them on
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@@ -348,7 +334,16 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
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{
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for (ModelPart* pModelPart : *pAdditionalModelParts)
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{
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pModelPart->visible = true;
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if (itemHelmet != nullptr && pModelPart->hideWithArmor & (1 << 0)) // Hide the skin boxes that have the "hide when helmet is worn" bit flag - Langtanium
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pModelPart->visible = false;
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else if (itemChestplate != nullptr && pModelPart->hideWithArmor & (1 << 1)) // Hide the skin boxes that have the "hide when chestplate is worn" bit flag - Langtanium
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pModelPart->visible = false;
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else if (itemLeggings != nullptr && pModelPart->hideWithArmor & (1 << 2)) // Hide the skin boxes that have the "hide when leggings are worn" bit flag - Langtanium
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pModelPart->visible = false;
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else if (itemBoots != nullptr && pModelPart->hideWithArmor & (1 << 3)) // Hide the skin boxes that have the "hide when boots are worn" bit flag - Langtanium
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pModelPart->visible = false;
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else
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pModelPart->visible = true;
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}
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}
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@@ -379,35 +374,7 @@ 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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HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
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if (mob != nullptr)
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{
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Textures* textures = Minecraft::GetInstance()->textures;
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int skinId = mob->getPlayerDefaultSkin() - 1;
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int defaultSkin = mob->getPlayerDefaultSkin() + 35;
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if (slim[skinId] == true)
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{
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if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
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}
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else
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{
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if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModel);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModel);
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}
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}
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else
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resModel = static_cast<HumanoidModel*>(model);
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/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
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else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
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else resModel = humanoidModel;*/
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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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@@ -741,35 +708,7 @@ void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
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void PlayerRenderer::renderHand()
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{
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
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HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
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if (player != nullptr)
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{
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Textures* textures = Minecraft::GetInstance()->textures;
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int skinId = player->getPlayerDefaultSkin() - 1;
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int defaultSkin = player->getPlayerDefaultSkin() + 35;
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if (slim[skinId] == true)
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{
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if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
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}
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else
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{
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if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
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resModel = static_cast<HumanoidModel*>(newHumanoidModel);
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else
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resModel = static_cast<HumanoidModel*>(humanoidModel);
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}
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}
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else
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resModel = static_cast<HumanoidModel*>(model);
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/*if (player != nullptr && newHumanoidModelSlim != nullptr && (player->getCustomSkin() >= 10 && player->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
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else if (player != nullptr && newHumanoidModel != nullptr && (player->getCustomSkin() >= 2 && player->getCustomSkin() <= 9)) resModel = newHumanoidModel;
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else resModel = humanoidModel;*/
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setModelType(player);
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float brightness = 1;
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glColor3f(brightness, brightness, brightness);
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@@ -781,9 +720,12 @@ void PlayerRenderer::renderHand()
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// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
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if ((resModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderArm0)) == 0)
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resModel->arm0->render(1 / 16.0f, true);
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// Does this skin have its sleeve0 disabled?
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if ((resModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderSleeve0)) == 0 && resModel->sleeve0 != nullptr)
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resModel->sleeve0->render(1 / 16.0f, true);
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//Render custom skin boxes on viewmodel - Botch
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vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
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vector<ModelPart*>* additionalModelParts = player->GetAdditionalModelParts();
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if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
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vector<ModelPart*> armchildren = resModel->arm0->children;
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std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
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@@ -801,6 +743,25 @@ void PlayerRenderer::renderHand()
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}
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}
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}
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//Render custom skin boxes on viewmodel for sleeve0
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if (resModel->sleeve0!=nullptr)
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{
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vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
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for (const auto& x : sleevechildren) {
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if (x) {
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if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin
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glPushMatrix();
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//We need to transform to match offset of arm/sleeve
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glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
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glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
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x->visible = true;
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x->render(1.0f / 16.0f, true);
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x->visible = false;
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glPopMatrix();
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}
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}
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}
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}
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}
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void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
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@@ -857,7 +818,7 @@ void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, fl
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}
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}
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else
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else
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{
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LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
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}
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