66 lines
2.2 KiB
C++
66 lines
2.2 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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};
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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, 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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