MinecraftConsoles/Minecraft.Client/PlayerRenderer.cpp
Langtanium 760484e546 Squashed commit of the following:
commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:59:46 2026 -0700

    Implemented skin offsets in UI

    Added code to render skin offsets in the skin select UI.

commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:38:08 2026 -0700

    Partially implemented offsets

    Added code that visually shifts the player's model parts, but only in game not in the skin select UI.

commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 16:48:03 2026 -0700

    Minor change

    Simplified redundant conditions in HumanoidModel.cpp

commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 16:37:30 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 15:35:38 2026 -0700

    Fixed skin offset data

    Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).

commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Sat Apr 11 19:36:52 2026 -0700

    Fixed crashes

    Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.

commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 10 16:06:57 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 16:50:43 2026 -0700

    Made more changes

    Made more changes in files to support skin offsets. The game still crashes when trying to load skins.

commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 13:12:39 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 3 21:50:42 2026 -0700

    Added small additions

    Added more code referencing skin offsets. Still doesn't work correctly.

commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:09:08 2026 -0700

    Merge branch 'smartcmd:main' into feat/skin-offsets

commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:07:48 2026 -0700

    Added code for skin offsets

    Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
2026-04-15 20:00:28 -07:00

659 lines
22 KiB
C++

#include "stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidMobRenderer.h"
#include "HumanoidModel.h"
#include "ModelPart.h"
#include "LocalPlayer.h"
#include "MultiPlayerLocalPlayer.h"
#include "entityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\StringHelpers.h"
static unsigned int nametagColorForIndex(int index)
{
static const unsigned int s_firstColors[] = {
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
0xffcc3333, // RED
0xff3333cc, // BLUE
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc // TURQUOISE
};
#ifndef __PSVITA__
if (index >= 0 && index < 8) // Use original colors for the first 8 players
return s_firstColors[index];
if (index >= 8 && index < MINECRAFT_NET_MAX_PLAYERS)
{
float h = (float)((index * 137) % 360) / 60.f;
int i = (int)h;
float f = h - i;
float q = 1.f - f;
float t = 1.f - (1.f - f);
float r = 0.f, g = 0.f, b = 0.f;
switch (i % 6)
{
case 0: r = 1.f; g = t; b = 0.f; break;
case 1: r = q; g = 1.f; b = 0.f; break;
case 2: r = 0.f; g = 1.f; b = t; break;
case 3: r = 0.f; g = q; b = 1.f; break;
case 4: r = t; g = 0.f; b = 1.f; break;
default: r = 1.f; g = 0.f; b = q; break;
}
int ri = (int)(r * 255.f) & 0xff, gi = (int)(g * 255.f) & 0xff, bi = (int)(b * 255.f) & 0xff;
return 0xff000000u | (ri << 16) | (gi << 8) | bi;
}
#endif
return 0xFF000000; //Fallback if exceeds 256 somehow
}
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f, true);
armorParts2 = new HumanoidModel(0.5f, true);
}
unsigned int PlayerRenderer::getNametagColour(int index)
{
if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
return nametagColorForIndex(index);
return 0xFF000000;
}
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
{
return -1;
}
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
armor->head->visible = layer == 0;
armor->hair->visible = layer == 0;
armor->body->visible = layer == 1 || layer == 2;
armor->arm0->visible = layer == 1;
armor->arm1->visible = layer == 1;
armor->leg0->visible = layer == 2 || layer == 3;
armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
float blue = static_cast<float>(color & 0xFF) / 0xFF;
glColor3f(brightness * red, brightness * green, brightness * blue);
if (itemInstance->isEnchanted()) return 0x1f;
return 0x10;
}
else
{
glColor3f(brightness, brightness, brightness);
}
if (itemInstance->isEnchanted()) return 0xf;
return 1;
}
}
return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem *>(item), layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
glColor3f(brightness, brightness, brightness);
}
}
}
void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
if (_mob == nullptr)
{
return;
}
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
if (humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
{
if (mob->getUseItemDuration() > 0)
{
UseAnim anim = item->getUseAnimation();
if (anim == UseAnim_block)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
}
else if (anim == UseAnim_bow)
{
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
}
}
}
// 4J added, for 3rd person view of eating
if( item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
{
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float t = (mob->getUseItemDuration() - a + 1);
float swing = 1 - (t / item->getUseDuration());
armorParts1->eating = armorParts2->eating = resModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
}
else
{
armorParts1->eating = armorParts2->eating = resModel->eating = false;
}
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking())
{
yp -= 2 / 16.0f;
}
if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_SmallModel))
{
if (mob->isRiding())
{
std::shared_ptr<Entity> ridingEntity = mob->riding;
if (ridingEntity != nullptr) // Safety check;
{
if (ridingEntity->instanceof(eTYPE_BOAT))
{
yp += 0.25f; // reverts the change in Boat.cpp for smaller models.
}
}
}
}
// Check if an idle animation is needed
if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
{
if(mob->isIdle())
{
resModel->idle=true;
armorParts1->idle=true;
armorParts2->idle=true;
}
else
{
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
}
else
{
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
// 4J-PB - any additional parts to turn on for this player (skin dependent)
vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
//turn them on
if(pAdditionalModelParts!=nullptr)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
{
shared_ptr<ItemInstance> itemInstance = mob->inventory->getArmor(3);
if (itemInstance == nullptr || !pModelPart->hideWithHelmet)
pModelPart->visible=true;
}
}
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
{
pModelPart->visible=false;
}
}
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
LivingEntityRenderer::additionalRendering(_mob,a);
LivingEntityRenderer::renderArrows(_mob, a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
{
// don't render the pumpkin for the skins
unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
{
glPushMatrix();
resModel->head->translateTo(1 / 16.0f);
if(headGear->getItem()->id < 256)
{
if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
{
float s = 10 / 16.0f;
glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
glRotatef(90, 0, 1, 0);
glScalef(s, -s, s);
}
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
}
else if (headGear->getItem()->id == Item::skull_Id)
{
float s = 17 / 16.0f;
glScalef(s, -s, -s);
wstring extra = L"";
if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
{
extra = headGear->getTag()->getString(L"SkullOwner");
}
SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
}
glPopMatrix();
}
}
// need to add a custom texture for deadmau5
if (mob != nullptr && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
{
for (int i = 0; i < 2; i++)
{
float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
glPushMatrix();
glRotatef(yr, 0, 1, 0);
glRotatef(xr, 1, 0, 0);
glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
glTranslatef(0, -6 / 16.0f, 0);
glRotatef(-xr, 1, 0, 0);
glRotatef(-yr, 0, 1, 0);
float s = 8 / 6.0f;
glScalef(s, s, s);
resModel->renderEars(1 / 16.0f,true);
glPopMatrix();
}
}
// 4J: removed
/*boolean loaded = mob->getCloakTexture()->isLoaded();
boolean b1 = !mob->isInvisible();
boolean b2 = !mob->isCapeHidden();*/
if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible())
{
glPushMatrix();
glTranslatef(0, 0, 2 / 16.0f);
double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
double xa = Mth::sin(yr * PI / 180);
double za = -Mth::cos(yr * PI / 180);
float flap = static_cast<float>(yd) * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = static_cast<float>(xd * xa + zd * za) * 100;
float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
if (lean < 0) lean = 0;
float pow = mob->oBob + (mob->bob - mob->oBob) * a;
flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
if (mob->isSneaking())
{
flap += 25;
}
// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
float xRot = 6.0f + lean / 2 + flap;
if(xRot > 64.0f) xRot = 64.0f;
glRotatef(xRot, 1, 0, 0);
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
humanoidModel->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != nullptr)
{
glPushMatrix();
resModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
{
item = std::make_shared<ItemInstance>(Item::stick);
}
UseAnim anim = UseAnim_none;//null;
if (mob->getUseItemDuration() > 0)
{
anim = item->getUseAnimation();
}
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
{
float s = 8 / 16.0f;
glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
s *= 0.75f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(-s, -s, s);
}
else if (item->id == Item::bow->id)
{
float s = 10 / 16.0f;
glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
glRotatef(-20, 0, 1, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else if (Item::items[item->id]->isHandEquipped())
{
float s = 10 / 16.0f;
if (Item::items[item->id]->isMirroredArt())
{
glRotatef(180, 0, 0, 1);
glTranslatef(0, -2 / 16.0f, 0);
}
if (mob->getUseItemDuration() > 0)
{
if (anim == UseAnim_block)
{
glTranslatef(0.05f, 0, -0.1f);
glRotatef(-50, 0, 1, 0);
glRotatef(-10, 1, 0, 0);
glRotatef(-60, 0, 0, 1);
}
}
glTranslatef(0, 3 / 16.0f, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else
{
float s = 6 / 16.0f;
glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
glScalef(s, s, s);
glRotatef(60, 0, 0, 1);
glRotatef(-90, 1, 0, 0);
glRotatef(20, 0, 0, 1);
}
if (item->getItem()->hasMultipleSpriteLayers())
{
for (int layer = 0; layer <= 1; layer++)
{
int col = item->getItem()->getColor(item,layer);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1);
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false);
}
}
else
{
int col = item->getItem()->getColor(item, 0);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1);
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
}
glPopMatrix();
}
}
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist)
{
#if 0
if (dist < 10 * 10)
{
Scoreboard *scoreboard = player->getScoreboard();
Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != nullptr)
{
Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
if (player->isSleeping())
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64);
}
else
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64);
}
y += getFont()->lineHeight * 1.15f * scale;
}
}
#endif
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
}
void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
}
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel *resModel;
if (player != nullptr && humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (player != nullptr && humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
float brightness = 1;
glColor3f(brightness, brightness, brightness);
resModel->m_uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = resModel->eating = resModel->idle = false;
resModel->attackTime = 0;
resModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
resModel->arm0->render(1 / 16.0f,true);
// Does this skin have its sleeve0 disabled?
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderSleeve0))==0&&resModel->sleeve0!=nullptr)
resModel->sleeve0->render(1 / 16.0f,true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
vector<ModelPart*> armchildren = resModel->arm0->children;
for (const auto& x : armchildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin - Botch
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
//Render custom skin boxes on viewmodel for sleeve0
if (resModel->sleeve0!=nullptr)
{
vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
for (const auto& x : sleevechildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin
{
glPushMatrix();
//We need to transform to match offset of arm/sleeve
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = 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(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = 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(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
shared_ptr<Player> player = 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(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
bindTexture(player->customTextureUrl, player->getTexture());
}
ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}