2020-10-09 07:07:05 +00:00
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#ifndef GAME_CLIENT_SKIN_H
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#define GAME_CLIENT_SKIN_H
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#include <base/color.h>
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#include <base/tl/sorted_array.h>
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#include <base/vmath.h>
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#include <engine/graphics.h>
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// do this better and nicer
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struct CSkin
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{
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bool m_IsVanilla;
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struct SSkinTextures
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{
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IGraphics::CTextureHandle m_Body;
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IGraphics::CTextureHandle m_BodyOutline;
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IGraphics::CTextureHandle m_Feet;
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IGraphics::CTextureHandle m_FeetOutline;
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IGraphics::CTextureHandle m_Hands;
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IGraphics::CTextureHandle m_HandsOutline;
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IGraphics::CTextureHandle m_Eyes[6];
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void Reset()
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{
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m_Body = IGraphics::CTextureHandle();
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m_BodyOutline = IGraphics::CTextureHandle();
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m_Feet = IGraphics::CTextureHandle();
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m_FeetOutline = IGraphics::CTextureHandle();
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m_Hands = IGraphics::CTextureHandle();
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m_HandsOutline = IGraphics::CTextureHandle();
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2020-10-26 14:14:07 +00:00
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for(auto &Eye : m_Eyes)
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Eye = IGraphics::CTextureHandle();
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2020-10-09 07:07:05 +00:00
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}
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};
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SSkinTextures m_OriginalSkin;
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SSkinTextures m_ColorableSkin;
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char m_aName[24];
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ColorRGBA m_BloodColor;
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2020-11-08 05:39:16 +00:00
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struct SSkinMetrics
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{
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int m_BodyWidth;
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int m_BodyHeight;
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int m_BodyOffsetX;
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int m_BodyOffsetY;
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// these can be used to normalize the metrics
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int m_BodyMaxWidth;
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int m_BodyMaxHeight;
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int m_FeetWidth;
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int m_FeetHeight;
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int m_FeetOffsetX;
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int m_FeetOffsetY;
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// these can be used to normalize the metrics
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int m_FeetMaxWidth;
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int m_FeetMaxHeight;
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void Reset()
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{
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m_BodyWidth = m_BodyHeight = m_BodyOffsetX = m_BodyOffsetY = m_FeetWidth = m_FeetHeight = m_FeetOffsetX = m_FeetOffsetY = -1;
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}
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float BodyWidthNormalized()
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{
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return (float)m_BodyWidth / (float)m_BodyMaxWidth;
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}
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float BodyHeightNormalized()
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{
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return (float)m_BodyHeight / (float)m_BodyMaxHeight;
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}
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float BodyOffsetXNormalized()
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{
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return (float)m_BodyOffsetX / (float)m_BodyMaxWidth;
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}
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float BodyOffsetYNormalized()
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{
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return (float)m_BodyOffsetY / (float)m_BodyMaxHeight;
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}
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float FeetWidthNormalized()
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{
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return (float)m_FeetWidth / (float)m_FeetMaxWidth;
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}
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float FeetHeightNormalized()
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{
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return (float)m_FeetHeight / (float)m_FeetMaxHeight;
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}
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float FeetOffsetXNormalized()
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{
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return (float)m_FeetOffsetX / (float)m_FeetMaxWidth;
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}
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float FeetOffsetYNormalized()
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{
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return (float)m_FeetOffsetY / (float)m_FeetMaxHeight;
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}
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};
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SSkinMetrics m_Metrics;
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2020-10-30 09:05:46 +00:00
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bool operator<(const CSkin &Other) const { return str_comp_nocase(m_aName, Other.m_aName) < 0; }
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2020-10-09 07:07:05 +00:00
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2020-10-30 09:05:46 +00:00
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bool operator<(const char *pOther) const { return str_comp_nocase(m_aName, pOther) < 0; }
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bool operator==(const char *pOther) const { return !str_comp_nocase(m_aName, pOther); }
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2020-10-09 07:07:05 +00:00
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};
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#endif
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