mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-08-20 09:57:09 +00:00
fix: armorstand head now renders correctly
This commit is contained in:
parent
ab469e6330
commit
88b00755de
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@ -21,11 +21,9 @@ static const float DEG_TO_RAD = 3.14159265f / 180.0f;
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ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
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ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
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ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
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ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
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: HumanoidArmorLayer(renderer)
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: HumanoidArmorLayer(renderer)
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{
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{
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delete armorModel1;
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delete armorModel1;
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delete armorModel2;
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delete armorModel2;
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armorModel1 = new ArmorStandArmorModel(0.5f);
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armorModel1 = new ArmorStandArmorModel(0.5f);
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@ -46,21 +44,18 @@ ArmorStandRenderer::ArmorStandRenderer()
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armorLayer = new ArmorStandArmorLayer(this);
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armorLayer = new ArmorStandArmorLayer(this);
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ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
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ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
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headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
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headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
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}
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}
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ArmorStandRenderer::~ArmorStandRenderer() {}
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ArmorStandRenderer::~ArmorStandRenderer() {}
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ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
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ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
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{
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{
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return &LOC_ARMOR_STAND;
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return &LOC_ARMOR_STAND;
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}
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}
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bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
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bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
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{
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{
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if (!entity) return false;
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if (!entity) return false;
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@ -85,7 +80,6 @@ void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
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}
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}
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}
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}
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void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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double x, double y, double z,
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double x, double y, double z,
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float rot, float a)
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float rot, float a)
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@ -93,7 +87,6 @@ void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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LivingEntityRenderer::render(entity, x, y, z, rot, a);
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LivingEntityRenderer::render(entity, x, y, z, rot, a);
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}
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}
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void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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float wp, float ws, float bob,
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float wp, float ws, float bob,
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float headRotMinusBodyRot,
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float headRotMinusBodyRot,
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@ -120,6 +113,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
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ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
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rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
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rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
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);
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);
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if (armorLayer)
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if (armorLayer)
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{
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{
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auto applyPose = [&](HumanoidModel* am)
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auto applyPose = [&](HumanoidModel* am)
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@ -157,7 +151,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
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LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
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if (headLayer)
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if (headLayer)
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{
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{
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float fScale = 1.0f / 16.0f;
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float fScale = 1.0f / 16.0f;
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@ -171,39 +165,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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{
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{
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shared_ptr<ItemInstance> headGear = mob->getArmor(3);
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if (!headGear) return;
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if ((mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_DontRenderArmour)) != 0) return;
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Item* item = headGear->getItem();
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if (!item) return;
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if (dynamic_cast<SkullItem*>(item)) return;
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if (item->id >= 256) return;
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ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
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if (!m || !m->head) return;
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glPushMatrix();
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m->head->translateTo(1.0f / 16.0f);
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if (Tile::tiles[headGear->id] != nullptr
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&& TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
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{
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float s = 10.0f / 16.0f;
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glTranslatef(0.0f, -4.0f / 16.0f, 0.0f);
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
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glScalef(s, -s, s);
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}
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
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glPopMatrix();
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}
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}
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@ -217,59 +179,14 @@ int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, fl
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Item* item = itemInstance->getItem();
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Item* item = itemInstance->getItem();
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if (!item) return -1;
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if (!item) return -1;
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SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
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if (skullItem && layer == 0)
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{
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HumanoidModel* am = armorLayer->getArmorModel(layer);
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if (!am) return -1;
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am->head->visible = true;
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if (am->hair) am->hair->visible = false;
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am->body->visible = false;
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am->arm0->visible = false;
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am->arm1->visible = false;
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am->leg0->visible = false;
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am->leg1->visible = false;
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int skullType = itemInstance->getAuxValue() & 0xF;
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switch (skullType)
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{
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case SkullTileEntity::TYPE_WITHER:
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bindTexture(&PlayerRenderer::WITHER_SKELETON_LOCATION);
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break;
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case SkullTileEntity::TYPE_ZOMBIE:
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bindTexture(&PlayerRenderer::ZOMBIE_LOCATION);
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break;
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case SkullTileEntity::TYPE_CREEPER:
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bindTexture(&PlayerRenderer::CREEPER_LOCATION);
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break;
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case SkullTileEntity::TYPE_CHAR:
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bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
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break;
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case SkullTileEntity::TYPE_SKELETON:
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default:
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bindTexture(&PlayerRenderer::SKELETON_LOCATION);
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break;
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}
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setArmor(am);
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am->attackTime = model->attackTime;
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am->riding = model->riding;
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am->young = mob->isBaby();
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return 1;
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}
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ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
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ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
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if (!armorItem) return -1;
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if (!armorItem) return -1;
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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HumanoidModel* am = armorLayer->getArmorModel(layer);
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HumanoidModel* am = armorLayer->getArmorModel(layer);
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if (!am) return -1;
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if (!am) return -1;
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am->head->visible = (layer == 0);
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am->head->visible = (layer == 0);
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if (am->hair) am->hair->visible = (layer == 0);
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if (am->hair) am->hair->visible = (layer == 0);
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am->body->visible = (layer == 1 || layer == 2);
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am->body->visible = (layer == 1 || layer == 2);
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@ -30,14 +30,12 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
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float headRot, float headRotX,
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float headRot, float headRotX,
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float scale, bool useCompiled)
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float scale, bool useCompiled)
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{
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{
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shared_ptr<ItemInstance> helmet = mob->getArmor(3);
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shared_ptr<ItemInstance> helmet = mob->getArmor(3);
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if (!helmet) return;
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if (!helmet) return;
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Item* item = helmet->getItem();
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Item* item = helmet->getItem();
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if (!item) return;
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if (!item) return;
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if (mob->instanceof(eTYPE_PLAYER))
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if (mob->instanceof(eTYPE_PLAYER))
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{
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{
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_SkinAdjustments adj;
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_SkinAdjustments adj;
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@ -46,21 +44,19 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
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}
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}
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bool isBaby = mob->isBaby();
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bool isBaby = mob->isBaby();
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bool isSkull = (item->id == Tile::skull_Id);
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// FIX: Riconosciamo correttamente lo SkullItem invece dell'ID del Blocco
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bool isSkull = (dynamic_cast<SkullItem*>(item) != nullptr);
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glPushMatrix();
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glPushMatrix();
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if (isBaby)
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if (isBaby)
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glTranslatef(0.0f, 0.2f, 0.0f);
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glTranslatef(0.0f, 0.2f, 0.0f);
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headPart->translateTo(0.0625f);
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headPart->translateTo(0.0625f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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if (isSkull)
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if (isSkull)
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{
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{
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glScalef(1.1875f, -1.1875f, -1.1875f);
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glScalef(1.1875f, -1.1875f, -1.1875f);
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if (isBaby)
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if (isBaby)
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@ -84,7 +80,6 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
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}
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}
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else if (item->id < 256)
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else if (item->id < 256)
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{
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{
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glTranslatef(0.0f, -0.25f, 0.0f);
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glTranslatef(0.0f, -0.25f, 0.0f);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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glScalef(0.625f, -0.625f, -0.625f);
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glScalef(0.625f, -0.625f, -0.625f);
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@ -94,7 +89,6 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
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Minecraft* mc = Minecraft::GetInstance();
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Minecraft* mc = Minecraft::GetInstance();
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if (mc)
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if (mc)
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{
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{
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@ -86,10 +86,8 @@ unsigned int PlayerRenderer::getNametagColour(int index)
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int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
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int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
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{
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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shared_ptr<Player> player = 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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unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
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if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
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if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
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{
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{
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@ -105,7 +103,6 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
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HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
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HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
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armor->head->visible = layer == 0;
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armor->head->visible = layer == 0;
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@ -143,53 +140,10 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
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return 1;
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return 1;
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}
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}
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else if (dynamic_cast<SkullItem*>(item)) {
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else if (dynamic_cast<SkullItem*>(item)) {
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SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
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return -1;
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HumanoidModel* armor = armorParts3;
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auto t = new SkeletonHeadModel(0, 0, 64, 64, 1);
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//armor->head->_init();
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armor->head = t->head;
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//armor->head->addHumanoidBox(-4, -8, -4, 8, 8, 8, 0.5); // Head
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armor->head->visible = layer == 0;
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armor->hair->visible = false;
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armor->body->visible = false;
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armor->arm0->visible = false;
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armor->arm1->visible = false;
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armor->leg0->visible = false;
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armor->leg1->visible = false;
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switch (itemInstance->getAuxValue())
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{
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case SkullTileEntity::TYPE_WITHER:
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bindTexture(&WITHER_SKELETON_LOCATION);
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break;
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case SkullTileEntity::TYPE_ZOMBIE:
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bindTexture(&ZOMBIE_LOCATION);
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break;
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case SkullTileEntity::TYPE_CREEPER:
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bindTexture(&CREEPER_LOCATION);
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break;
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case SkullTileEntity::TYPE_CHAR:
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{
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bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
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break;
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}
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case SkullTileEntity::TYPE_SKELETON:
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default:
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bindTexture(&SKELETON_LOCATION);
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break;
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}
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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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return 1;
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}
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}
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}
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}
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return -1;
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return -1;
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}
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}
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void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
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void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
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@ -48,31 +48,13 @@ void SkullTileRenderer::renderSkull(float x, float y, float z, int face, float r
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break;
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break;
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case SkullTileEntity::TYPE_ZOMBIE:
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case SkullTileEntity::TYPE_ZOMBIE:
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bindTexture(&ZOMBIE_LOCATION);
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bindTexture(&ZOMBIE_LOCATION);
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//model = zombieModel;
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model = skeletonModel;
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break;
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break;
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case SkullTileEntity::TYPE_CHAR:
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case SkullTileEntity::TYPE_CHAR:
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{
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{
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Textures *textures = Minecraft::GetInstance()->textures;
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Textures *textures = Minecraft::GetInstance()->textures;
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model = zombieModel;
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if (getHeight(&PlayerRenderer::DEFAULT_LOCATION) == 64)
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bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
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{
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model = new SkeletonHeadModel(0, 0, 64, 64);
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}
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//if (!extra.empty())
|
|
||||||
//{
|
|
||||||
// wstring url = "http://skins.minecraft.net/MinecraftSkins/" + StringUtil.stripColor(extra) + ".png";
|
|
||||||
|
|
||||||
// if (!instance->tileEntityRenderDispatcher->textures->hasHttpTexture(url))
|
|
||||||
// {
|
|
||||||
// instance->tileEntityRenderDispatcher->textures->addHttpTexture(url, new MobSkinTextureProcessor());
|
|
||||||
// }
|
|
||||||
|
|
||||||
// bindTexture(url, "/mob/char.png");
|
|
||||||
//}
|
|
||||||
//else
|
|
||||||
{
|
|
||||||
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SkullTileEntity::TYPE_CREEPER:
|
case SkullTileEntity::TYPE_CREEPER:
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue