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#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);
};
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