This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
498 lines
14 KiB
C++
498 lines
14 KiB
C++
#include "stdafx.h"
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#include "HumanoidModel.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\Entity.h"
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#include "ModelPart.h"
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// 4J added
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ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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{
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ModelPart *pAttachTo=NULL;
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switch(pBox->ePart)
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{
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case eBodyPart_Head:
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pAttachTo=head;
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break;
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case eBodyPart_Body:
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pAttachTo=body;
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break;
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case eBodyPart_Arm0:
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pAttachTo=arm0;
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break;
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case eBodyPart_Arm1:
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pAttachTo=arm1;
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break;
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case eBodyPart_Leg0:
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pAttachTo=leg0;
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break;
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case eBodyPart_Leg1:
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pAttachTo=leg1;
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break;
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}
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// first check this box doesn't already exist
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ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
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if(pNewBox)
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{
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if((pNewBox->getfU()!=(int)pBox->fU) || (pNewBox->getfV()!=(int)pBox->fV))
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{
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app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
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pNewBox=NULL;
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}
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}
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if(pNewBox==NULL)
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{
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//app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n");
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pNewBox = new ModelPart(this, (int)pBox->fU, (int)pBox->fV);
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pNewBox->visible=false;
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pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
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// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
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//pNewBox->compile(1.0f/16.0f);
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pAttachTo->addChild(pNewBox);
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}
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return pNewBox;
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}
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
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{
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this->texWidth = texWidth;
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this->texHeight = texHeight;
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m_fYOffset=yOffset;
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cloak = new ModelPart(this, 0, 0);
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cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
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ear = new ModelPart(this, 24, 0);
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ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
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head = new ModelPart(this, 0, 0);
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head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
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head->setPos(0, 0 + yOffset, 0);
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hair = new ModelPart(this, 32, 0);
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hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
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hair->setPos(0, 0 + yOffset, 0);
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body = new ModelPart(this, 16, 16);
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body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
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body->setPos(0, 0 + yOffset, 0);
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
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arm0->setPos(-5, 2 + yOffset, 0);
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arm1 = new ModelPart(this, 24 + 16, 16);
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arm1->bMirror = true;
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
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arm1->setPos(5, 2 + yOffset, 0);
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leg0 = new ModelPart(this, 0, 16);
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leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
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leg0->setPos(-1.9, 12 + yOffset, 0);
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
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leg1->setPos(1.9, 12 + yOffset, 0);
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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// 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
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cloak->compile(1.0f/16.0f);
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ear->compile(1.0f/16.0f);
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head->compile(1.0f/16.0f);
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body->compile(1.0f/16.0f);
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arm0->compile(1.0f/16.0f);
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arm1->compile(1.0f/16.0f);
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leg0->compile(1.0f/16.0f);
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leg1->compile(1.0f/16.0f);
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hair->compile(1.0f/16.0f);
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holdingLeftHand=0;
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holdingRightHand=0;
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sneaking=false;
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idle=false;
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bowAndArrow=false;
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// 4J added
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eating = false;
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eating_t = 0.0f;
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eating_swing = 0.0f;
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m_uiAnimOverrideBitmask = 0L;
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}
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HumanoidModel::HumanoidModel() : Model()
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{
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_init(0, 0, 64, 32);
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}
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HumanoidModel::HumanoidModel(float g) : Model()
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{
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_init(g, 0, 64, 32);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
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{
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_init(g,yOffset,texWidth,texHeight);
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}
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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
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{
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if(entity != NULL)
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{
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m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask();
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}
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setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
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if (young)
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{
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float ss = 2.0f;
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glPushMatrix();
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glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
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glTranslatef(0, 16 * scale, 0);
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head->render(scale, usecompiled);
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glPopMatrix();
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glPushMatrix();
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glScalef(1 / ss, 1 / ss, 1 / ss);
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glTranslatef(0, 24 * scale, 0);
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body->render(scale, usecompiled);
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arm0->render(scale, usecompiled);
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arm1->render(scale, usecompiled);
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leg0->render(scale, usecompiled);
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leg1->render(scale, usecompiled);
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hair->render(scale, usecompiled);
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glPopMatrix();
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}
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else
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{
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head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
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body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
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arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0);
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arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0);
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leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
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leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
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hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
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}
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}
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void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
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{
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//bool bIsAttacking = (attackTime > -9990.0f);
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{
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head->yRot = yRot / (float) (180.0f / PI);
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head->xRot = xRot / (float) (180.0f / PI);
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hair->yRot = head->yRot;
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hair->xRot = head->xRot;
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body->z = 0.0f;
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// Does the skin have an override for anim?
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if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsDown))
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{
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arm0->xRot=0.0f;
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arm1->xRot=0.0f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
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{
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arm0->xRot=-HALF_PI;
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arm1->xRot=-HALF_PI;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleArms))
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{
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arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm1->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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// 4J-PB - Weeping Angel - does't look good holding something in the arm that's up
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else if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty)) && (holdingRightHand==0) && (attackTime==0.0f))
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{
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arm0->xRot = -PI;
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arm0->zRot = -0.3f;
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arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
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arm1->zRot = 0.0f;
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}
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else
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{
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arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
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arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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}
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// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
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// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
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leg0->yRot = 0.0f;
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leg1->yRot = 0.0f;
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if (riding)
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{
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if(uiBitmaskOverrideAnim&(1<<eAnim_SmallModel) == 0)
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{
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arm0->xRot += -HALF_PI * 0.4f;
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arm1->xRot += -HALF_PI * 0.4f;
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leg0->xRot = -HALF_PI * 0.8f;
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leg1->xRot = -HALF_PI * 0.8f;
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leg0->yRot = HALF_PI * 0.2f;
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leg1->yRot = -HALF_PI * 0.2f;
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}
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else
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{
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arm0->xRot += -HALF_PI * 0.4f;
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arm1->xRot += -HALF_PI * 0.4f;
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leg0->xRot = -HALF_PI * 0.4f;
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leg1->xRot = -HALF_PI * 0.4f;
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}
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}
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else if(idle && !sneaking )
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{
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leg0->xRot = -HALF_PI;
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leg1->xRot = -HALF_PI;
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leg0->yRot = HALF_PI * 0.2f;
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leg1->yRot = -HALF_PI * 0.2f;
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}
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else if(uiBitmaskOverrideAnim&(1<<eAnim_NoLegAnim))
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{
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leg0->xRot=0.0f;
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leg0->zRot=0.0f;
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leg1->xRot=0.0f;
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leg1->zRot=0.0f;
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leg0->yRot = 0.0f;
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leg1->yRot = 0.0f;
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}
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else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
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{
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leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
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leg1->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
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}
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else
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{
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leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
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leg1->xRot = ( Mth::cos(time * 0.6662f + PI) * 1.4f) * r;
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}
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if (holdingLeftHand != 0)
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{
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arm1->xRot = arm1->xRot * 0.5f - HALF_PI * 0.2f * holdingLeftHand;
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}
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if (holdingRightHand != 0)
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{
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arm0->xRot = arm0->xRot * 0.5f - HALF_PI * 0.2f * holdingRightHand;
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}
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arm0->yRot = 0.0f;
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arm1->yRot = 0.0f;
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if (attackTime > -9990.0f)
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{
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float swing = attackTime;
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body->yRot = Mth::sin(sqrt(swing) * PI * 2.0f) * 0.2f;
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arm0->z = Mth::sin(body->yRot) * 5.0f;
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arm0->x = -Mth::cos(body->yRot) * 5.0f;
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arm1->z = -Mth::sin(body->yRot) * 5.0f;
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arm1->x = Mth::cos(body->yRot) * 5.0f;
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arm0->yRot += body->yRot;
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arm1->yRot += body->yRot;
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arm1->xRot += body->yRot;
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swing = 1.0f - attackTime;
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swing *= swing;
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swing *= swing;
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swing = 1.0f - swing;
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float aa = Mth::sin(swing * PI);
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float bb = Mth::sin(attackTime * PI) * -(head->xRot - 0.7f) * 0.75f;
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arm0->xRot -= aa * 1.2f + bb; // 4J - changed 1.2 -> 1.2f
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arm0->yRot += body->yRot * 2.0f;
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if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
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{
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arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
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}
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else
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{
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arm0->zRot = Mth::sin(attackTime * PI) * -0.4f;
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}
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}
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// 4J added
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if( eating )
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{
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// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
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float is = 1 - eating_swing;
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is = is * is * is;
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is = is * is * is;
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is = is * is * is;
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float iss = 1 - is;
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arm0->xRot = - Mth::abs(Mth::cos(eating_t / 4.0f * PI) * 0.1f) * (eating_swing > 0.2 ? 1.0f : 0.0f) * 2.0f; // This factor is the chomping bit (conditional factor is so that he doesn't eat whilst the food is being pulled away at the end)
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arm0->yRot -= iss * 0.5f; // This factor and the following to the general arm movement through the life of the swing
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arm0->xRot -= iss * 1.2f;
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}
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if (sneaking)
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{
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if(uiBitmaskOverrideAnim&(1<<eAnim_SmallModel))
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{
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body->xRot = -0.5f;
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leg0->xRot -= 0.0f;
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leg1->xRot -= 0.0f;
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arm0->xRot += 0.4f;
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arm1->xRot += 0.4f;
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leg0->z = -4.0f;
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leg1->z = -4.0f;
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body->z = 2.0f;
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body->y = 0.0f;
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arm0->y = 2.0f;
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arm1->y = 2.0f;
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leg0->y = +9.0f;
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leg1->y = +9.0f;
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head->y = +1.0f;
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hair->y = +1.0f;
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ear->y = +1.0f;
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cloak->y = 0.0f;
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}
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else
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{
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body->xRot = 0.5f;
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leg0->xRot -= 0.0f;
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leg1->xRot -= 0.0f;
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arm0->xRot += 0.4f;
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arm1->xRot += 0.4f;
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leg0->z = +4.0f;
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leg1->z = +4.0f;
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body->y = 0.0f;
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arm0->y = 2.0f;
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arm1->y = 2.0f;
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leg0->y = +9.0f;
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leg1->y = +9.0f;
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head->y = +1.0f;
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hair->y = +1.0f;
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ear->y = +1.0f;
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cloak->y = 0.0f;
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}
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}
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else
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{
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body->xRot = 0.0f;
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leg0->z = 0.1f;
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leg1->z = 0.1f;
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if(!riding && idle)
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{
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leg0->y = 22.0f;
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leg1->y = 22.0f;
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body->y = 10.0f;
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arm0->y = 12.0f;
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arm1->y = 12.0f;
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head->y = 10.0f;
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hair->y = 10.0f;
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ear->y = 11.0f;
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cloak->y = 10.0f;
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}
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else
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{
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leg0->y = 12.0f;
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leg1->y = 12.0f;
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body->y = 0.0f;
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arm0->y = 2.0f;
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arm1->y = 2.0f;
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head->y = 0.0f;
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hair->y = 0.0f;
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ear->y = 1.0f;
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cloak->y = 0.0f;
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}
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}
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arm0->zRot += ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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arm1->zRot -= ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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arm0->xRot += ((Mth::sin(bob * 0.067f)) * 0.05f);
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arm1->xRot -= ((Mth::sin(bob * 0.067f)) * 0.05f);
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if (bowAndArrow)
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{
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float attack2 = 0.0f;
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float attack = 0.0f;
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arm0->zRot = 0.0f;
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arm1->zRot = 0.0f;
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arm0->yRot = -(0.1f - attack2 * 0.6f) + head->yRot;
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arm1->yRot = +(0.1f - attack2 * 0.6f) + head->yRot + 0.4f;
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arm0->xRot = -HALF_PI + head->xRot;
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arm1->xRot = -HALF_PI + head->xRot;
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arm0->xRot -= attack2 * 1.2f - attack * 0.4f;
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arm1->xRot -= attack2 * 1.2f - attack * 0.4f;
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arm0->zRot += ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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arm1->zRot -= ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
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|
arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
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|
}
|
|
}
|
|
}
|
|
|
|
void HumanoidModel::renderHair(float scale,bool usecompiled)
|
|
{
|
|
hair->yRot = head->yRot;
|
|
hair->xRot = head->xRot;
|
|
hair->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::renderEars(float scale,bool usecompiled)
|
|
{
|
|
ear->yRot = head->yRot;
|
|
ear->xRot = head->xRot;
|
|
ear->x=0;
|
|
ear->y=0;
|
|
ear->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::renderCloak(float scale,bool usecompiled)
|
|
{
|
|
cloak->render(scale,usecompiled);
|
|
}
|
|
|
|
void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
|
|
{
|
|
head->yRot = model->head->yRot;
|
|
head->y = model->head->y;
|
|
head->xRot = model->head->xRot;
|
|
hair->y = head->y;
|
|
hair->yRot = head->yRot;
|
|
hair->xRot = head->xRot;
|
|
|
|
body->yRot = model->body->yRot;
|
|
|
|
arm0->xRot = model->arm0->xRot;
|
|
arm0->yRot = model->arm0->yRot;
|
|
arm0->zRot = model->arm0->zRot;
|
|
|
|
arm1->xRot = model->arm1->xRot;
|
|
arm1->yRot = model->arm1->yRot;
|
|
arm1->zRot = model->arm1->zRot;
|
|
|
|
leg0->xRot = model->leg0->xRot;
|
|
leg1->xRot = model->leg1->xRot;
|
|
|
|
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
|
|
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
|
|
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0);
|
|
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0);
|
|
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
|
|
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
|
|
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
|
|
}
|