mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Patch 2
This commit is contained in:
parent
0d4bd61c06
commit
ceefe7558d
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@ -259,6 +259,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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HumanoidModel *model;
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Textures *t = Minecraft::GetInstance()->textures;
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<<<<<<< Updated upstream
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if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 46 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53)
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model = static_cast<HumanoidModel *>(renderer->getModelSlim());
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@ -266,7 +267,17 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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model = static_cast<HumanoidModel *>(renderer->getModel());
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else
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model = static_cast<HumanoidModel *>(renderer->getModelCustom());
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=======
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>>>>>>> Stashed changes
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if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53)
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model = static_cast<HumanoidModel *>(renderer->getNewModelSlim());
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else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54)
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model = static_cast<HumanoidModel *>(renderer->getNewModel());
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else
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model = static_cast<HumanoidModel *>(renderer->getModel());
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app.DebugPrintf("5rh56h56yhg6 %ls;\n", model);
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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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//model->riding = mob->isRiding();
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@ -19,8 +19,14 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
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EntityRenderer::EntityRenderer()
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{
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model = nullptr;
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<<<<<<< Updated upstream
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modelCustom = nullptr;
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modelSlim = nullptr;
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=======
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modelSlim = nullptr;
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newModel = nullptr;
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newModelSlim = nullptr;
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>>>>>>> Stashed changes
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tileRenderer = new TileRenderer();
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shadowRadius = 0;
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shadowStrength = 1.0f;
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@ -30,8 +30,14 @@ private:
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protected:
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Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
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<<<<<<< Updated upstream
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Model *modelCustom;
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Model *modelSlim;
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=======
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Model *modelSlim;
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Model *newModel;
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Model *newModelSlim;
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>>>>>>> Stashed changes
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protected:
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TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
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@ -70,7 +76,13 @@ public:
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public:
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// 4J Added
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virtual Model *getModel() { return model; }
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<<<<<<< Updated upstream
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virtual Model *getModelCustom() { return modelCustom; }
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virtual Model *getModelSlim() { return modelSlim; }
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=======
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virtual Model *getModelSlim() { return modelSlim; }
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virtual Model *getNewModel() { return newModel; }
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virtual Model *getNewModelSlim() { return newModelSlim; }
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>>>>>>> Stashed changes
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virtual void SetItemFrame(bool bSet) {}
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};
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@ -58,11 +58,21 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
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return pNewBox;
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}
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<<<<<<< Updated upstream
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, int skinType)
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=======
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void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror)
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>>>>>>> Stashed changes
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{
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this->texWidth = texWidth;
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this->texHeight = texHeight;
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body_layer = nullptr;
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arm0_layer = nullptr;
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arm1_layer = nullptr;
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leg0_layer = nullptr;
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leg1_layer = nullptr;
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m_fYOffset=yOffset;
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cloak = new ModelPart(this, 0, 0);
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cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
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@ -78,10 +88,18 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, i
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hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
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hair->setPos(0, 0 + yOffset, 0);
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if (texWidth == 64 && texHeight == 64)
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{
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body_layer = new ModelPart(this, 16, 32);
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body_layer->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.5);
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body_layer->setPos(0, 0 + yOffset, 0);
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}
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body = new ModelPart(this, 16, 16);
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body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
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body->setPos(0, 0 + yOffset, 0);
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<<<<<<< Updated upstream
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm0->setPos(-5, 2 + yOffset, 0);
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@ -105,12 +123,76 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, i
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}
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
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}
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=======
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if (texWidth == 64 && texHeight == 64)
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{
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm1 = new ModelPart(this, 16 + 16, 48);
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arm0_layer = new ModelPart(this, 24 + 16, 32);
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arm1_layer = new ModelPart(this, 32 + 16, 48);
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if (slimHands == false)
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{
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arm0_layer->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.5);
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arm1_layer->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.5);
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}
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else if (slimHands == true)
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{
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arm0_layer->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.5);
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arm1_layer->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.5);
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}
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arm0_layer->setPos(-5, 2 + yOffset, 0);
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arm1_layer->setPos(5, 2 + yOffset, 0);
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}
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else if (texWidth == 64 && texHeight == 32)
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{
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arm0 = new ModelPart(this, 24 + 16, 16);
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arm1 = new ModelPart(this, 24 + 16, 16);
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}
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if (slimHands == false)
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{
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arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g);
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arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g);
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}
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else if (slimHands == true)
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{
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arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g);
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arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g);
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}
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arm0->setPos(-5, 2 + yOffset, 0);
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>>>>>>> Stashed changes
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arm1->setPos(5, 2 + yOffset, 0);
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leg0 = new ModelPart(this, 0, 16);
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if (mirror == true)
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arm1->bMirror = true;
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if (texWidth == 64 && texHeight == 64)
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{
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leg0 = new ModelPart(this, 0, 16);
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leg1 = new ModelPart(this, 16, 48);
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leg0_layer = new ModelPart(this, 0, 32);
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leg0_layer->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.5);
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leg0_layer->setPos(-1.9, 12 + yOffset, 0);
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leg1_layer = new ModelPart(this, 0, 48);
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leg1_layer->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.5);
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leg1_layer->setPos(1.9, 12 + yOffset, 0);
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}
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else if (texWidth == 64 && texHeight == 32)
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{
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leg0 = new ModelPart(this, 0, 16);
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leg1 = new ModelPart(this, 0, 16);
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}
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leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
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leg0->setPos(-1.9, 12 + yOffset, 0);
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<<<<<<< Updated upstream
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if (skinType >= 1)
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leg1 = new ModelPart(this, 16, 16 * 3);
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else
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@ -118,9 +200,14 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, i
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leg1 = new ModelPart(this, 0, 16);
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leg1->bMirror = true;
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}
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=======
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>>>>>>> Stashed changes
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leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
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leg1->setPos(1.9, 12 + yOffset, 0);
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if (mirror == true)
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leg1->bMirror = true;
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// 4J added - compile now to avoid random performance hit first time cubes are rendered
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// 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
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cloak->compile(1.0f/16.0f);
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@ -133,6 +220,17 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, i
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leg1->compile(1.0f/16.0f);
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hair->compile(1.0f/16.0f);
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if (body_layer != 0)
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body_layer->compile(1.0f/16.0f);
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if (arm0_layer != 0)
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arm0_layer->compile(1.0f/16.0f);
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if (arm1_layer != 0)
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arm1_layer->compile(1.0f/16.0f);
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if (leg0_layer != 0)
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leg0_layer->compile(1.0f/16.0f);
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if (leg1_layer != 0)
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leg1_layer->compile(1.0f/16.0f);
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holdingLeftHand=0;
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holdingRightHand=0;
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sneaking=false;
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@ -149,22 +247,44 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, i
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HumanoidModel::HumanoidModel() : Model()
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{
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<<<<<<< Updated upstream
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_init(0, 0, 64, 32, 0);
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=======
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_init(0, 0, 64, 32, false, true);
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>>>>>>> Stashed changes
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}
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HumanoidModel::HumanoidModel(float g) : Model()
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{
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<<<<<<< Updated upstream
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_init(g, 0, 64, 32, 0);
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=======
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_init(g, 0, 64, 32, false, true);
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>>>>>>> Stashed changes
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
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{
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<<<<<<< Updated upstream
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_init(g,yOffset,texWidth,texHeight,0);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, int skinType) : Model()
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{
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_init(g,yOffset,texWidth,texHeight,skinType);
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=======
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_init(g,yOffset,texWidth,texHeight, false, true);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
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{
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_init(g,yOffset,texWidth,texHeight, slimHands, true);
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}
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HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror) : Model()
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{
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_init(g,yOffset,texWidth,texHeight, slimHands, mirror);
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>>>>>>> Stashed changes
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}
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void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
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@ -4,7 +4,7 @@
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class HumanoidModel : public Model
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{
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public:
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ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak;
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ModelPart *head, *hair, *body, *body_layer, *arm0, *arm0_layer, *arm1, *arm1_layer, *leg0, *leg0_layer, *leg1, *leg1_layer, *ear, *cloak;
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//ModelPart *hat;
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int holdingLeftHand;
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@ -50,11 +50,20 @@ public:
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(1<<HumanoidModel::eAnim_DisableRenderHair);
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<<<<<<< Updated upstream
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void _init(float g, float yOffset, int texWidth, int texHeight, int skinType); // 4J added
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, int skinType);
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=======
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void _init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror); // 4J added
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HumanoidModel();
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HumanoidModel(float g);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands);
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HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool mirror);
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>>>>>>> Stashed changes
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virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
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void renderHair(float scale, bool usecompiled);
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@ -12,11 +12,25 @@
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ResourceLocation LivingEntityRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
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int LivingEntityRenderer::MAX_ARMOR_LAYERS = 4;
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LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow)
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LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow, bool slimHands, bool createNewVar)
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{
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this->model = model;
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<<<<<<< Updated upstream
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this->modelCustom = new HumanoidModel(0, 0, 64, 64, 1);
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this->modelSlim = new HumanoidModel(0, 0, 64, 64, 2);
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=======
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if (slimHands == true)
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this->modelSlim = new HumanoidModel(0, 0, 64, 32, true);
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if (createNewVar)
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{
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this->newModel = new HumanoidModel(0, 0, 64, 64, false, false);
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if (slimHands == true)
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this->newModelSlim = new HumanoidModel(0, 0, 64, 64, true, false);
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}
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>>>>>>> Stashed changes
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shadowRadius = shadow;
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armor = nullptr;
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@ -56,9 +70,15 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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<<<<<<< Updated upstream
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if (player != nullptr && model != nullptr && player->getCustomSkin() >= 0 && player->getCustomSkin() <= 9) resModel = model;
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else if (player != nullptr && modelSlim != nullptr && player->getCustomSkin() >= 10 && player->getCustomSkin() <= 17) resModel = modelSlim;
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else resModel = modelCustom;
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=======
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if (player != nullptr && newModel != nullptr && player->getCustomSkin() == 18) resModel = newModel;
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else if (player != nullptr && newModelSlim != nullptr && player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) resModel = newModelSlim;
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else resModel = model;
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>>>>>>> Stashed changes
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resModel->attackTime = getAttackAnim(mob, a);
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if (armor != nullptr) armor->attackTime = resModel->attackTime;
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@ -253,9 +273,15 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
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Model *resModel;
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<<<<<<< Updated upstream
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if (player != nullptr && model != nullptr && player->getCustomSkin() >= 0 && player->getCustomSkin() <= 9) resModel = model;
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else if (player != nullptr && modelSlim != nullptr && player->getCustomSkin() >= 10 && player->getCustomSkin() <= 17) resModel = modelSlim;
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else resModel = modelCustom;
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=======
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if (player != nullptr && newModel != nullptr && player->getCustomSkin() == 18) resModel = newModel;
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else if (player != nullptr && newModelSlim != nullptr && player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) resModel = newModelSlim;
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else resModel = model;
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>>>>>>> Stashed changes
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bindTexture(mob);
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if (!mob->isInvisible())
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@ -331,9 +357,15 @@ void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
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Model *resModel;
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<<<<<<< Updated upstream
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if (player != nullptr && model != nullptr && player->getCustomSkin() >= 0 && player->getCustomSkin() <= 9) resModel = model;
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else if (player != nullptr && modelSlim != nullptr && player->getCustomSkin() >= 10 && player->getCustomSkin() <= 17) resModel = modelSlim;
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else resModel = modelCustom;
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=======
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if (player != nullptr && newModel != nullptr && player->getCustomSkin() == 18) resModel = newModel;
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else if (player != nullptr && newModelSlim != nullptr && player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) resModel = newModelSlim;
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else resModel = model;
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>>>>>>> Stashed changes
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int arrowCount = mob->getArrowCount();
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@ -19,7 +19,7 @@ protected:
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Model *armor;
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public:
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LivingEntityRenderer(Model *model, float shadow);
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LivingEntityRenderer(Model *model, float shadow, bool slimHands = 0, bool createNewVar = 0);
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virtual void render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a);
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virtual void setArmor(Model *armor);
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@ -55,11 +55,17 @@ static unsigned int nametagColorForIndex(int index)
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ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true, true )
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{
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humanoidModel = static_cast<HumanoidModel *>(model);
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<<<<<<< Updated upstream
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humanoidModelCustom = static_cast<HumanoidModel *>(modelCustom);
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humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
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=======
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||||
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
|
||||
newHumanoidModel = static_cast<HumanoidModel *>(newModel);
|
||||
newHumanoidModelSlim = static_cast<HumanoidModel *>(newModelSlim);
|
||||
>>>>>>> Stashed changes
|
||||
|
||||
armorParts1 = new HumanoidModel(1.0f);
|
||||
armorParts2 = new HumanoidModel(0.5f);
|
||||
|
|
@ -167,9 +173,15 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
|
|||
if(mob == nullptr) return;
|
||||
if(mob->hasInvisiblePrivilege()) return;
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
if (mob != nullptr && humanoidModel != nullptr && mob->getCustomSkin() >= 0 && mob->getCustomSkin() <= 9) resModel = humanoidModel;
|
||||
else if (mob != nullptr && humanoidModelSlim != nullptr && mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 17) resModel = humanoidModelSlim;
|
||||
else resModel = humanoidModelCustom;
|
||||
=======
|
||||
if (mob != nullptr && newHumanoidModel != nullptr && mob->getCustomSkin() == 18) resModel = newHumanoidModel;
|
||||
else if (mob != nullptr && newHumanoidModelSlim != nullptr && mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) resModel = newHumanoidModelSlim;
|
||||
else resModel = humanoidModel;
|
||||
>>>>>>> Stashed changes
|
||||
|
||||
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
|
||||
|
||||
|
|
@ -274,9 +286,15 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
|
|||
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
|
||||
HumanoidModel *resModel;
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
if (mob != nullptr && humanoidModel != nullptr && mob->getCustomSkin() >= 0 && mob->getCustomSkin() <= 9) resModel = humanoidModel;
|
||||
else if (mob != nullptr && humanoidModelSlim != nullptr && mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 17) resModel = humanoidModelSlim;
|
||||
else resModel = humanoidModelCustom;
|
||||
=======
|
||||
if (mob != nullptr && newHumanoidModel != nullptr && mob->getCustomSkin() == 18) resModel = newHumanoidModel;
|
||||
else if (mob != nullptr && newHumanoidModelSlim != nullptr && mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) resModel = newHumanoidModelSlim;
|
||||
else resModel = humanoidModel;
|
||||
>>>>>>> Stashed changes
|
||||
|
||||
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
|
||||
if (headGear != nullptr)
|
||||
|
|
@ -523,9 +541,15 @@ void PlayerRenderer::renderHand()
|
|||
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
|
||||
HumanoidModel *resModel;
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
if (player != nullptr && humanoidModel != nullptr && player->getCustomSkin() >= 0 && player->getCustomSkin() <= 9) resModel = humanoidModel;
|
||||
else if (player != nullptr && humanoidModelSlim != nullptr && player->getCustomSkin() >= 10 && player->getCustomSkin() <= 17) resModel = humanoidModelSlim;
|
||||
else resModel = humanoidModelCustom;
|
||||
=======
|
||||
if (player != nullptr && newHumanoidModel != nullptr && player->getCustomSkin() == 18) resModel = newHumanoidModel;
|
||||
else if (player != nullptr && newHumanoidModelSlim != nullptr && player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) resModel = newHumanoidModelSlim;
|
||||
else resModel = humanoidModel;
|
||||
>>>>>>> Stashed changes
|
||||
|
||||
float brightness = 1;
|
||||
glColor3f(brightness, brightness, brightness);
|
||||
|
|
|
|||
|
|
@ -14,11 +14,21 @@ public:
|
|||
|
||||
private:
|
||||
HumanoidModel *humanoidModel;
|
||||
<<<<<<< Updated upstream
|
||||
HumanoidModel *humanoidModelCustom;
|
||||
HumanoidModel *humanoidModelSlim;
|
||||
HumanoidModel *armorParts1;
|
||||
HumanoidModel *armorParts2;
|
||||
int defaultSkinType;
|
||||
=======
|
||||
HumanoidModel *humanoidModelSlim;
|
||||
HumanoidModel *newHumanoidModel;
|
||||
HumanoidModel *newHumanoidModelSlim;
|
||||
|
||||
HumanoidModel *armorParts1;
|
||||
HumanoidModel *armorParts2;
|
||||
bool defaultSlimHands;
|
||||
>>>>>>> Stashed changes
|
||||
|
||||
public:
|
||||
PlayerRenderer();
|
||||
|
|
|
|||
Loading…
Reference in a new issue