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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
21 lines
568 B
C++
21 lines
568 B
C++
#pragma once
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#include "MobRenderer.h"
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class WitchModel;
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class WitchRenderer : public MobRenderer
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{
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private:
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static ResourceLocation WITCH_LOCATION;
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WitchModel *witchModel;
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public:
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WitchRenderer();
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virtual void render(const shared_ptr<Entity> entity, double x, double y, double z, float rot, float a);
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protected:
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> entity);
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virtual void additionalRendering(shared_ptr<LivingEntity> mob, float a);
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virtual void translateWeaponItem();
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virtual void scale(shared_ptr<LivingEntity> mob, float a);
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}; |