* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
#pragma once
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#include "Model.h"
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class HumanoidModel : public Model
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{
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public:
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ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak;
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//ModelPart *hat;
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int holdingLeftHand;
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int holdingRightHand;
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bool idle;
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bool sneaking;
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bool bowAndArrow;
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bool eating; // 4J added
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float eating_t; // 4J added
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float eating_swing; // 4J added
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unsigned int m_uiAnimOverrideBitmask; // 4J added
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float m_fYOffset; // 4J added
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enum animbits
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{
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eAnim_ArmsDown =0,
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eAnim_ArmsOutFront,
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eAnim_NoLegAnim,
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eAnim_HasIdle,
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eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim
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// 4J-PB - DaveK wants Fish characters to move both legs in the same way
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eAnim_SingleLegs,
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eAnim_SingleArms,
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eAnim_StatueOfLiberty, // Dr Who Weeping Angel
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eAnim_DontRenderArmour, // Dr Who Daleks
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eAnim_NoBobbing, // Dr Who Daleks
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eAnim_DisableRenderHead,
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eAnim_DisableRenderArm0,
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eAnim_DisableRenderArm1,
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eAnim_DisableRenderTorso,
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eAnim_DisableRenderLeg0,
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eAnim_DisableRenderLeg1,
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eAnim_DisableRenderHair,
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eAnim_SmallModel // Maggie Simpson for riding horse, etc
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};
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static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) |
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(1<<HumanoidModel::eAnim_DisableRenderArm0) |
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(1<<HumanoidModel::eAnim_DisableRenderArm1) |
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(1<<HumanoidModel::eAnim_DisableRenderTorso) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
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(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
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(1<<HumanoidModel::eAnim_DisableRenderHair);
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void _init(float g, float yOffset, int texWidth, int texHeight); // 4J added
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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void renderEars(float scale, bool usecompiled);
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void renderCloak(float scale, bool usecompiled);
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void render(HumanoidModel *model, float scale, bool usecompiled);
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// Add new bits to models
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ModelPart * AddOrRetrievePart(SKIN_BOX *pBox);
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};
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