the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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};