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- Cache shared_from_this() in serverAiStep - Reduce shared_ptr overhead in entities - Add shadow tile cache to optimize entity shadow rendering
18 lines
416 B
C++
18 lines
416 B
C++
#pragma once
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#include "EntityRenderer.h"
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class Model;
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class EnderCrystalRenderer : public EntityRenderer
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{
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private:
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int currentModel;
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Model *model;
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static ResourceLocation ENDER_CRYSTAL_LOCATION;
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public:
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EnderCrystalRenderer();
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virtual void render(const shared_ptr<Entity> _crystal, double x, double y, double z, float rot, float a);
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);
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}; |