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Reduce code duplication for chibi model.
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@ -4,38 +4,23 @@ using OpenTK;
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namespace ClassicalSharp.Model {
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public class ChibiModel : IModel {
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public class ChibiModel : HumanoidModel {
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public ChibiModel( Game window ) : base( window ) { }
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internal override void CreateParts() {
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vertices = new ModelVertex[boxVertices * (7 + 2)];
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Head = BuildBox( MakeBoxBounds( -4, 12, -4, 4, 20, 4 )
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.TexOrigin( 0, 0 )
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.RotOrigin( 0, 13, 0 ) );
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Hat = BuildBox( MakeBoxBounds( -4, 12, -4, 4, 20, 4 )
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.TexOrigin( 32, 0 ).Expand( 0.25f )
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.RotOrigin( 0, 13, 0 ) );
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Torso = BuildBox( MakeBoxBounds( -4, -6, -2, 4, 6, 2 )
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.TexOrigin( 16, 16 )
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.SetModelBounds( -2, 6, -1, 2, 12, 1 ) );
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LeftLeg = BuildBox( MakeBoxBounds( -2, -6, -2, 2, 6, 2 )
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.TexOrigin( 0, 16 )
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.SetModelBounds( -0, 0, -1, -2, 6, 1 )
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.RotOrigin( 0, 6, 0 ) );
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RightLeg = BuildBox( MakeBoxBounds( -2, -6, -2, 2, 6, 2 )
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.TexOrigin( 0, 16 )
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.SetModelBounds( 0, 0, -1, 2, 6, 1 )
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.RotOrigin( 0, 6, 0 ) );
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LeftArm = BuildBox( MakeBoxBounds( -2, -6, -2, 2, 6, 2 )
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.TexOrigin( 40, 16 )
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.SetModelBounds( -2, 6, -1, -4, 12, 1 )
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.RotOrigin( -3, 11, 0 ) );
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RightArm = BuildBox( MakeBoxBounds( -2, -6, -2, 2, 6, 2 )
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.TexOrigin( 40, 16 )
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.SetModelBounds( 2, 6, -1, 4, 12, 1 )
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.RotOrigin( 3, 11, 0 ) );
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protected override void MakeDescriptions() {
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head = MakeBoxBounds( -4, 12, -4, 4, 20, 4 ).RotOrigin( 0, 13, 0 );
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torso = MakeBoxBounds( -4, -6, -2, 4, 6, 2 )
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.SetModelBounds( -2, 6, -1, 2, 12, 1 );
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lLeg = MakeBoxBounds( -2, -6, -2, 2, 6, 2 ).RotOrigin( 0, 6, 0 )
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.SetModelBounds( -2, 0, -1, 0, 6, 1 );
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rLeg = MakeBoxBounds( -2, -6, -2, 2, 6, 2 ).RotOrigin( 0, 6, 0 )
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.SetModelBounds( 0, 0, -1, 2, 6, 1 );
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lArm = MakeBoxBounds( -2, -6, -2, 2, 6, 2 ).RotOrigin( -3, 11, 0 )
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.SetModelBounds( -4, 6, -1, -2, 12, 1 );
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rArm = MakeBoxBounds( -2, -6, -2, 2, 6, 2 ).RotOrigin( 3, 11, 0 )
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.SetModelBounds( 2, 6, -1, 4, 12, 1 );
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offset = 0.25f;
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}
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public override bool Bobbing { get { return true; } }
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@ -51,31 +36,5 @@ namespace ClassicalSharp.Model {
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public override BoundingBox PickingBounds {
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get { return new BoundingBox( -4/16f, 0, -4/16f, 4/16f, 16/16f, 4/16f ); }
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}
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protected override void DrawModel( Player p ) {
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int texId = p.PlayerTextureId <= 0 ? cache.HumanoidTexId : p.PlayerTextureId;
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graphics.BindTexture( texId );
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graphics.AlphaTest = false;
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SkinType skinType = p.SkinType;
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_64x64 = skinType != SkinType.Type64x32;
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DrawHeadRotate( -p.PitchRadians, 0, 0, Head );
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DrawPart( Torso );
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DrawRotate( p.anim.legXRot, 0, 0, LeftLeg );
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DrawRotate( -p.anim.legXRot, 0, 0, RightLeg );
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Rotate = RotateOrder.XZY;
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DrawRotate( p.anim.leftXRot, 0, p.anim.leftZRot, LeftArm );
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DrawRotate( p.anim.rightXRot, 0, p.anim.rightZRot, RightArm );
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Rotate = RotateOrder.ZYX;
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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graphics.AlphaTest = true;
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index = 0;
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DrawHeadRotate( -p.PitchRadians, 0, 0, Hat );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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}
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ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm, Hat;
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}
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}
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