diff --git a/Minecraft.Client/PlayerRenderer.cpp b/Minecraft.Client/PlayerRenderer.cpp index a9b945440b..23dff77f8e 100644 --- a/Minecraft.Client/PlayerRenderer.cpp +++ b/Minecraft.Client/PlayerRenderer.cpp @@ -519,6 +519,29 @@ void PlayerRenderer::renderHand() { humanoidModel->arm0->render(1 / 16.0f,true); } + + + //Render custom skin boxes on viewmodel - Botch + vector* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts(); + if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes. + vector armchildren = humanoidModel->arm0->children; + std::unordered_set additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end()); + for (const auto& x : armchildren) { + if (x) { + if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin - Botch + glPushMatrix(); + //We need to transform to match offset of arm - Botch + glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0); + glRotatef(0.1 * (180.0f / PI), 0, 0, 1); + x->visible = true; + x->render(1.0f / 16.0f, true); + x->visible = false; + glPopMatrix(); + } + } + } + + } void PlayerRenderer::setupPosition(shared_ptr _mob, double x, double y, double z) @@ -580,4 +603,4 @@ ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr entity) { shared_ptr player = dynamic_pointer_cast(entity); return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture())); -} \ No newline at end of file +}