4jcraft/Minecraft.Client/Rendering/EntityRenderers/WolfRenderer.cpp
2026-03-13 17:10:10 -05:00

44 lines
1.5 KiB
C++

#include "../../Platform/stdafx.h"
#include "WolfRenderer.h"
#include "../../Player/MultiPlayerLocalPlayer.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.animal.h"
WolfRenderer::WolfRenderer(Model* model, Model* armor, float shadow)
: MobRenderer(model, shadow) {
setArmor(armor);
}
float WolfRenderer::getBob(std::shared_ptr<Mob> _mob, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Wolf> mob = std::dynamic_pointer_cast<Wolf>(_mob);
return mob->getTailAngle();
}
int WolfRenderer::prepareArmor(std::shared_ptr<Mob> mob, int layer, float a) {
if (mob->isInvisibleTo(Minecraft::GetInstance()->player))
return -1; // 4J-JEV: Todo, merge with java fix in '1.7.5'.
std::shared_ptr<Wolf> wolf = std::dynamic_pointer_cast<Wolf>(mob);
if (layer == 0 && wolf->isWet()) {
float brightness = wolf->getBrightness(a) * wolf->getWetShade(a);
bindTexture(wolf->getTexture());
glColor3f(brightness, brightness, brightness);
return 1;
}
if (layer == 1 && wolf->isTame()) {
bindTexture(TN_MOB_WOLF_COLLAR);
float brightness =
SharedConstants::TEXTURE_LIGHTING ? 1 : wolf->getBrightness(a);
int color = wolf->getCollarColor();
glColor3f(brightness * Sheep::COLOR[color][0],
brightness * Sheep::COLOR[color][1],
brightness * Sheep::COLOR[color][2]);
return 1;
}
return -1;
}