the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2#include "Model.h" 3 4class HumanoidModel : public Model 5{ 6public: 7 ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak; 8 //ModelPart *hat; 9 10 int holdingLeftHand; 11 int holdingRightHand; 12 bool idle; 13 bool sneaking; 14 bool bowAndArrow; 15 bool eating; // 4J added 16 float eating_t; // 4J added 17 float eating_swing; // 4J added 18 unsigned int m_uiAnimOverrideBitmask; // 4J added 19 float m_fYOffset; // 4J added 20 enum animbits 21 { 22 eAnim_ArmsDown =0, 23 eAnim_ArmsOutFront, 24 eAnim_NoLegAnim, 25 eAnim_HasIdle, 26 eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim 27 // 4J-PB - DaveK wants Fish characters to move both legs in the same way 28 eAnim_SingleLegs, 29 eAnim_SingleArms, 30 eAnim_StatueOfLiberty, // Dr Who Weeping Angel 31 eAnim_DontRenderArmour, // Dr Who Daleks 32 eAnim_NoBobbing, // Dr Who Daleks 33 eAnim_DisableRenderHead, 34 eAnim_DisableRenderArm0, 35 eAnim_DisableRenderArm1, 36 eAnim_DisableRenderTorso, 37 eAnim_DisableRenderLeg0, 38 eAnim_DisableRenderLeg1, 39 eAnim_DisableRenderHair, 40 eAnim_SmallModel // Maggie Simpson for riding horse, etc 41 42 }; 43 44 static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) | 45 (1<<HumanoidModel::eAnim_DisableRenderArm0) | 46 (1<<HumanoidModel::eAnim_DisableRenderArm1) | 47 (1<<HumanoidModel::eAnim_DisableRenderTorso) | 48 (1<<HumanoidModel::eAnim_DisableRenderLeg0) | 49 (1<<HumanoidModel::eAnim_DisableRenderLeg1) | 50 (1<<HumanoidModel::eAnim_DisableRenderHair); 51 52 53 void _init(float g, float yOffset, int texWidth, int texHeight); // 4J added 54 HumanoidModel(); 55 HumanoidModel(float g); 56 HumanoidModel(float g, float yOffset, int texWidth, int texHeight); 57 virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled); 58 virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0); 59 void renderHair(float scale, bool usecompiled); 60 void renderEars(float scale, bool usecompiled); 61 void renderCloak(float scale, bool usecompiled); 62 void render(HumanoidModel *model, float scale, bool usecompiled); 63 64// Add new bits to models 65 ModelPart * AddOrRetrievePart(SKIN_BOX *pBox); 66};