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https://github.com/4jcraft/4jcraft.git
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521 lines
20 KiB
C++
521 lines
20 KiB
C++
#include "../../Platform/stdafx.h"
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#include "PlayerRenderer.h"
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#include "SkullTileRenderer.h"
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#include "HumanoidMobRenderer.h"
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#include "../Models/HumanoidModel.h"
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#include "../Models/ModelPart.h"
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#include "../../Player/LocalPlayer.h"
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#include "../../Player/MultiPlayerLocalPlayer.h"
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#include "EntityRenderDispatcher.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.item.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.h"
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#include "../../../Minecraft.World/Util/StringHelpers.h"
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const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
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{
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0xff000000, // WHITE (represents the "white" player, but using black as
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// the colour)
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0xff33cc33, // GREEN
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0xffcc3333, // RED
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0xff3333cc, // BLUE
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0xffcc33cc, // PINK
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0xffcc6633, // ORANGE
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0xffcccc33, // YELLOW
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0xff33dccc, // TURQUOISE
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};
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ResourceLocation PlayerRenderer::DEFAULT_LOCATION =
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ResourceLocation(TN_MOB_CHAR);
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PlayerRenderer::PlayerRenderer()
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: LivingEntityRenderer(new HumanoidModel(0), 0.5f) {
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humanoidModel = (HumanoidModel*)model;
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armorParts1 = new HumanoidModel(1.0f);
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armorParts2 = new HumanoidModel(0.5f);
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}
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unsigned int PlayerRenderer::getNametagColour(int index) {
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if (index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS) {
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return s_nametagColors[index];
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}
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return 0xFF000000;
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}
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int PlayerRenderer::prepareArmor(std::shared_ptr<LivingEntity> _player,
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int layer, float a) {
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// 4J - dynamic cast required because we aren't using templates/generics in
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// our version
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std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_player);
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// 4J-PB - need to disable rendering armour for some special skins (Daleks)
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unsigned int uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
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if (uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DontRenderArmour)) {
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return -1;
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}
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std::shared_ptr<ItemInstance> itemInstance =
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player->inventory->getArmor(3 - layer);
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if (itemInstance != nullptr) {
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Item* item = itemInstance->getItem();
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if (dynamic_cast<ArmorItem*>(item)) {
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ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
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bindTexture(
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HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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HumanoidModel* armor = layer == 2 ? armorParts2 : armorParts1;
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armor->head->visible = layer == 0;
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armor->hair->visible = layer == 0;
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armor->body->visible = layer == 1 || layer == 2;
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armor->arm0->visible = layer == 1;
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armor->arm1->visible = layer == 1;
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armor->leg0->visible = layer == 2 || layer == 3;
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armor->leg1->visible = layer == 2 || layer == 3;
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setArmor(armor);
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if (armor != nullptr) armor->attackTime = model->attackTime;
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if (armor != nullptr) armor->riding = model->riding;
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if (armor != nullptr) armor->young = model->young;
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float brightness = SharedConstants::TEXTURE_LIGHTING
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? 1
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: player->getBrightness(a);
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if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH) {
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int color = armorItem->getColor(itemInstance);
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float red = (float)((color >> 16) & 0xFF) / 0xFF;
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float green = (float)((color >> 8) & 0xFF) / 0xFF;
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float blue = (float)(color & 0xFF) / 0xFF;
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glColor3f(brightness * red, brightness * green,
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brightness * blue);
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if (itemInstance->isEnchanted()) return 0x1f;
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return 0x10;
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} else {
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glColor3f(brightness, brightness, brightness);
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}
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if (itemInstance->isEnchanted()) return 0xf;
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return 1;
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}
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}
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return -1;
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}
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void PlayerRenderer::prepareSecondPassArmor(
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std::shared_ptr<LivingEntity> _player, int layer, float a) {
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// 4J - dynamic cast required because we aren't using templates/generics in
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// our version
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std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(_player);
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std::shared_ptr<ItemInstance> itemInstance =
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player->inventory->getArmor(3 - layer);
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if (itemInstance != nullptr) {
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Item* item = itemInstance->getItem();
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if (dynamic_cast<ArmorItem*>(item)) {
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ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
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bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem*)item,
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layer, true));
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float brightness = SharedConstants::TEXTURE_LIGHTING
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? 1
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: player->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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}
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}
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}
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void PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y,
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double z, float rot, float a) {
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// 4J - dynamic cast required because we aren't using templates/generics in
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// our version
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std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
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if (mob->hasInvisiblePrivilege()) return;
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std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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armorParts1->holdingRightHand = armorParts2->holdingRightHand =
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humanoidModel->holdingRightHand = item != nullptr ? 1 : 0;
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if (item != nullptr) {
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if (mob->getUseItemDuration() > 0) {
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UseAnim anim = item->getUseAnimation();
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if (anim == UseAnim_block) {
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armorParts1->holdingRightHand = armorParts2->holdingRightHand =
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humanoidModel->holdingRightHand = 3;
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} else if (anim == UseAnim_bow) {
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armorParts1->bowAndArrow = armorParts2->bowAndArrow =
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humanoidModel->bowAndArrow = true;
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}
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}
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}
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// 4J added, for 3rd person view of eating
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if (item != nullptr && mob->getUseItemDuration() > 0 &&
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item->getUseAnimation() == UseAnim_eat) {
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// These factors are largely lifted from ItemInHandRenderer to try and
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// keep the 3rd person eating animation as similar as possible
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float t = (mob->getUseItemDuration() - a + 1);
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float swing = 1 - (t / item->getUseDuration());
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armorParts1->eating = armorParts2->eating = humanoidModel->eating =
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true;
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armorParts1->eating_t = armorParts2->eating_t =
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humanoidModel->eating_t = t;
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armorParts1->eating_swing = armorParts2->eating_swing =
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humanoidModel->eating_swing = swing;
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} else {
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armorParts1->eating = armorParts2->eating = humanoidModel->eating =
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false;
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}
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armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking =
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mob->isSneaking();
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double yp = y - mob->heightOffset;
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if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER)) {
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yp -= 2 / 16.0f;
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}
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// Check if an idle animation is needed
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if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_HasIdle)) {
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if (mob->isIdle()) {
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humanoidModel->idle = true;
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armorParts1->idle = true;
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armorParts2->idle = true;
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} else {
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humanoidModel->idle = false;
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armorParts1->idle = false;
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armorParts2->idle = false;
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}
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} else {
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humanoidModel->idle = false;
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armorParts1->idle = false;
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armorParts2->idle = false;
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}
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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std::vector<ModelPart*>* pAdditionalModelParts =
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mob->GetAdditionalModelParts();
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// turn them on
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if (pAdditionalModelParts != nullptr) {
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for (auto it = pAdditionalModelParts->begin();
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it != pAdditionalModelParts->end(); ++it) {
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ModelPart* pModelPart = *it;
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pModelPart->visible = true;
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}
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}
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LivingEntityRenderer::render(mob, x, yp, z, rot, a);
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// turn them off again
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if (pAdditionalModelParts && pAdditionalModelParts->size() != 0) {
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for (auto it = pAdditionalModelParts->begin();
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it != pAdditionalModelParts->end(); ++it) {
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ModelPart* pModelPart = *it;
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pModelPart->visible = false;
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}
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}
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armorParts1->bowAndArrow = armorParts2->bowAndArrow =
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humanoidModel->bowAndArrow = false;
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armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking =
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false;
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armorParts1->holdingRightHand = armorParts2->holdingRightHand =
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humanoidModel->holdingRightHand = 0;
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}
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void PlayerRenderer::additionalRendering(std::shared_ptr<LivingEntity> _mob,
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float a) {
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float brightness =
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SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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LivingEntityRenderer::additionalRendering(_mob, a);
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LivingEntityRenderer::renderArrows(_mob, a);
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// 4J - dynamic cast required because we aren't using templates/generics in
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// our version
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std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
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std::shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
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if (headGear != nullptr) {
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// don't render the pumpkin for the skins
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unsigned int uiAnimOverrideBitmask =
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mob->getSkinAnimOverrideBitmask(mob->getCustomSkin());
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if ((uiAnimOverrideBitmask &
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(1 << HumanoidModel::eAnim_DontRenderArmour)) == 0) {
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glPushMatrix();
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humanoidModel->head->translateTo(1 / 16.0f);
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if (headGear->getItem()->id < 256) {
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if (TileRenderer::canRender(
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Tile::tiles[headGear->id]->getRenderShape())) {
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float s = 10 / 16.0f;
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glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
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glRotatef(90, 0, 1, 0);
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glScalef(s, -s, s);
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}
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entityRenderDispatcher->itemInHandRenderer->renderItem(
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mob, headGear, 0);
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} else if (headGear->getItem()->id == Item::skull_Id) {
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float s = 17 / 16.0f;
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glScalef(s, -s, -s);
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std::wstring extra = L"";
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if (headGear->hasTag() &&
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headGear->getTag()->contains(L"SkullOwner")) {
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extra = headGear->getTag()->getString(L"SkullOwner");
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}
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SkullTileRenderer::instance->renderSkull(
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-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(),
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extra);
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}
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glPopMatrix();
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}
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}
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// need to add a custom texture for deadmau5
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if (mob != nullptr && app.isXuidDeadmau5(mob->getXuid()) &&
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bindTexture(mob->customTextureUrl, L"")) {
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for (int i = 0; i < 2; i++) {
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float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) -
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(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
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glPushMatrix();
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glRotatef(yr, 0, 1, 0);
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glRotatef(xr, 1, 0, 0);
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glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
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glTranslatef(0, -6 / 16.0f, 0);
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glRotatef(-xr, 1, 0, 0);
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glRotatef(-yr, 0, 1, 0);
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float s = 8 / 6.0f;
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glScalef(s, s, s);
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humanoidModel->renderEars(1 / 16.0f, true);
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glPopMatrix();
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}
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}
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// 4J: removed
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/*bool loaded = mob->getCloakTexture()->isLoaded();
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bool b1 = !mob->isInvisible();
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bool b2 = !mob->isCapeHidden();*/
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if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible()) {
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) -
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(mob->xo + (mob->x - mob->xo) * a);
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double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) -
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(mob->yo + (mob->y - mob->yo) * a);
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double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) -
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(mob->zo + (mob->z - mob->zo) * a);
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float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = Mth::sin(yr * PI / 180);
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double za = -Mth::cos(yr * PI / 180);
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float flap = (float)yd * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = (float)(xd * xa + zd * za) * 100;
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float lean2 = (float)(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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float pow = mob->oBob + (mob->bob - mob->oBob) * a;
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flap +=
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sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) *
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32 * pow;
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if (mob->isSneaking()) {
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flap += 25;
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}
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// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180
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// degrees or more
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float xRot = 6.0f + lean / 2 + flap;
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if (xRot > 64.0f) xRot = 64.0f;
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glRotatef(xRot, 1, 0, 0);
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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humanoidModel->renderCloak(1 / 16.0f, true);
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glPopMatrix();
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}
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std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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if (item != nullptr) {
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glPushMatrix();
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humanoidModel->arm0->translateTo(1 / 16.0f);
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glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
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if (mob->fishing != nullptr) {
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item = std::shared_ptr<ItemInstance>(new ItemInstance(Item::stick));
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}
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UseAnim anim = UseAnim_none; // null;
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if (mob->getUseItemDuration() > 0) {
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anim = item->getUseAnimation();
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}
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if (item->id < 256 &&
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TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape())) {
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float s = 8 / 16.0f;
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glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
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s *= 0.75f;
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glRotatef(20, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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glScalef(-s, -s, s);
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} else if (item->id == Item::bow->id) {
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float s = 10 / 16.0f;
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glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
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glRotatef(-20, 0, 1, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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} else if (Item::items[item->id]->isHandEquipped()) {
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float s = 10 / 16.0f;
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if (Item::items[item->id]->isMirroredArt()) {
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glRotatef(180, 0, 0, 1);
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glTranslatef(0, -2 / 16.0f, 0);
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}
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if (mob->getUseItemDuration() > 0) {
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if (anim == UseAnim_block) {
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glTranslatef(0.05f, 0, -0.1f);
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glRotatef(-50, 0, 1, 0);
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glRotatef(-10, 1, 0, 0);
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glRotatef(-60, 0, 0, 1);
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}
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}
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glTranslatef(0, 3 / 16.0f, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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} else {
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float s = 6 / 16.0f;
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glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
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glScalef(s, s, s);
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glRotatef(60, 0, 0, 1);
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glRotatef(-90, 1, 0, 0);
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glRotatef(20, 0, 0, 1);
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}
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if (item->getItem()->hasMultipleSpriteLayers()) {
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for (int layer = 0; layer <= 1; layer++) {
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int col = item->getItem()->getColor(item, layer);
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float red = ((col >> 16) & 0xff) / 255.0f;
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float g = ((col >> 8) & 0xff) / 255.0f;
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float b = ((col) & 0xff) / 255.0f;
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glColor4f(red, g, b, 1);
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(
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mob, item, layer, false);
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}
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} else {
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int col = item->getItem()->getColor(item, 0);
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float red = ((col >> 16) & 0xff) / 255.0f;
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float g = ((col >> 8) & 0xff) / 255.0f;
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float b = ((col) & 0xff) / 255.0f;
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glColor4f(red, g, b, 1);
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(
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mob, item, 0);
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}
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glPopMatrix();
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}
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}
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void PlayerRenderer::renderNameTags(std::shared_ptr<LivingEntity> player,
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double x, double y, double z,
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std::wstring msg, float scale,
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double dist) {
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LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
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}
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void PlayerRenderer::scale(std::shared_ptr<LivingEntity> player, float a) {
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float s = 15 / 16.0f;
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glScalef(s, s, s);
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}
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void PlayerRenderer::renderHand() {
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float brightness = 1;
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glColor3f(brightness, brightness, brightness);
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|
|
humanoidModel->m_uiAnimOverrideBitmask =
|
|
Minecraft::GetInstance()->player->getAnimOverrideBitmask();
|
|
armorParts1->eating = armorParts2->eating = humanoidModel->eating =
|
|
humanoidModel->idle = false;
|
|
humanoidModel->attackTime = 0;
|
|
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f,
|
|
Minecraft::GetInstance()->player);
|
|
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
|
|
if ((humanoidModel->m_uiAnimOverrideBitmask &
|
|
(1 << HumanoidModel::eAnim_DisableRenderArm0)) == 0) {
|
|
humanoidModel->arm0->render(1 / 16.0f, true);
|
|
}
|
|
}
|
|
|
|
void PlayerRenderer::setupPosition(std::shared_ptr<LivingEntity> _mob, double x,
|
|
double y, double z) {
|
|
// 4J - dynamic cast required because we aren't using templates/generics in
|
|
// our version
|
|
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
|
|
|
|
if (mob->isAlive() && mob->isSleeping()) {
|
|
LivingEntityRenderer::setupPosition(
|
|
mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
|
|
|
|
} else {
|
|
if (mob->isRiding() && (mob->getAnimOverrideBitmask() &
|
|
(1 << HumanoidModel::eAnim_SmallModel)) != 0) {
|
|
y += 0.5f;
|
|
}
|
|
LivingEntityRenderer::setupPosition(mob, x, y, z);
|
|
}
|
|
}
|
|
|
|
void PlayerRenderer::setupRotations(std::shared_ptr<LivingEntity> _mob,
|
|
float bob, float bodyRot, float a) {
|
|
// 4J - dynamic cast required because we aren't using templates/generics in
|
|
// our version
|
|
std::shared_ptr<Player> mob = std::dynamic_pointer_cast<Player>(_mob);
|
|
|
|
if (mob->isAlive() && mob->isSleeping()) {
|
|
glRotatef(mob->getSleepRotation(), 0, 1, 0);
|
|
glRotatef(getFlipDegrees(mob), 0, 0, 1);
|
|
glRotatef(270, 0, 1, 0);
|
|
} else {
|
|
LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
|
|
}
|
|
}
|
|
|
|
// 4J Added override to stop rendering shadow if player is invisible
|
|
void PlayerRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y,
|
|
double z, float pow, float a) {
|
|
if (app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) {
|
|
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(e);
|
|
if (player != nullptr && player->hasInvisiblePrivilege()) return;
|
|
}
|
|
EntityRenderer::renderShadow(e, x, y, z, pow, a);
|
|
}
|
|
|
|
// 4J Added override
|
|
void PlayerRenderer::bindTexture(std::shared_ptr<Entity> entity) {
|
|
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(entity);
|
|
bindTexture(player->customTextureUrl, player->getTexture());
|
|
}
|
|
|
|
ResourceLocation* PlayerRenderer::getTextureLocation(
|
|
std::shared_ptr<Entity> entity) {
|
|
std::shared_ptr<Player> player = std::dynamic_pointer_cast<Player>(entity);
|
|
return new ResourceLocation((_TEXTURE_NAME)player->getTexture());
|
|
} |