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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.3 kB · 66 lines
C
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667#pragma once#include "Model.h"
class HumanoidModel : public Model{public: ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak; //ModelPart *hat;
int holdingLeftHand; int holdingRightHand; bool idle; bool sneaking; bool bowAndArrow; bool eating; // 4J added float eating_t; // 4J added float eating_swing; // 4J added unsigned int m_uiAnimOverrideBitmask; // 4J added float m_fYOffset; // 4J added enum animbits { eAnim_ArmsDown =0, eAnim_ArmsOutFront, eAnim_NoLegAnim, eAnim_HasIdle, eAnim_ForceAnim, // Claptrap looks bad if the user turns off custom skin anim // 4J-PB - DaveK wants Fish characters to move both legs in the same way eAnim_SingleLegs, eAnim_SingleArms, eAnim_StatueOfLiberty, // Dr Who Weeping Angel eAnim_DontRenderArmour, // Dr Who Daleks eAnim_NoBobbing, // Dr Who Daleks eAnim_DisableRenderHead, eAnim_DisableRenderArm0, eAnim_DisableRenderArm1, eAnim_DisableRenderTorso, eAnim_DisableRenderLeg0, eAnim_DisableRenderLeg1, eAnim_DisableRenderHair, eAnim_SmallModel // Maggie Simpson for riding horse, etc
};
static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting= (1<<HumanoidModel::eAnim_ForceAnim) | (1<<HumanoidModel::eAnim_DisableRenderArm0) | (1<<HumanoidModel::eAnim_DisableRenderArm1) | (1<<HumanoidModel::eAnim_DisableRenderTorso) | (1<<HumanoidModel::eAnim_DisableRenderLeg0) | (1<<HumanoidModel::eAnim_DisableRenderLeg1) | (1<<HumanoidModel::eAnim_DisableRenderHair);
void _init(float g, float yOffset, int texWidth, int texHeight); // 4J added HumanoidModel(); HumanoidModel(float g); HumanoidModel(float g, float yOffset, int texWidth, int texHeight); virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled); virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0); void renderHair(float scale, bool usecompiled); void renderEars(float scale, bool usecompiled); void renderCloak(float scale, bool usecompiled); void render(HumanoidModel *model, float scale, bool usecompiled);
// Add new bits to models ModelPart * AddOrRetrievePart(SKIN_BOX *pBox);};