function RenderModelBody(BMDStruct, ObjectStruct, ItemIndex) if (ItemIndex == GET_ITEM_MODEL(0, 101))
then
local Bmd = BMD.new(BMDStruct)
local Obj = Object.new(ObjectStruct)
if Bmd:GetLight(0) ~= 1.0 or Bmd:GetLight(1) ~= 1.0 or Bmd:GetLight(2) ~= 1.0
then
--Render Character
Bmd:glColor3fv()
Bmd:RenderMesh(0, 2, Obj:Alpha(), Obj:Mesh(), Obj:Light(), Obj:TexCoordU(), Obj:TexCoordV(), -1)
Bmd:RenderMesh(1, 2, Obj:Alpha(), Obj:Mesh(), Obj:Light(), Obj:TexCoordU(), Obj:TexCoordV(), -1)
Bmd:RenderMesh(3, 2, Obj:Alpha(), Obj:Mesh(), Obj:Light(), Obj:TexCoordU(), Obj:TexCoordV(), -1)
local AnyTex = worldTime()
local TexCoordU = (math.floor((AnyTex % (8 * 120) / 120) % 10)) * 0.11
local TexCoordV = (math.floor((AnyTex % (8 * 120) / 120) / 8)) * 0.08
Bmd:SetLight(1.0, 1.0, 1.0)
Bmd:RenderMesh(2, 66, Obj:Alpha(), 2, Obj:Light(), TexCoordU, TexCoordV, Obj:Hidden())
else
--Render Inventory
end
Bmd = nil
Obj = nil
collectgarbage()
return 1
end
return 0
end
function RenderModelBodyColor(BMDStruct, ObjectStruct, ItemIndex)
if (ItemIndex == GET_ITEM_MODEL(0, 101))
then
return 1
end
return 0
end
function RenderModelBodyColor2(BMDStruct, ObjectStruct, ItemIndex)
if (ItemIndex == GET_ITEM_MODEL(0, 101))
then
return 1
end
return 0
end