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https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-09 02:02:59 +00:00
items now render in the hand when they exist
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128651de24
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db4f09ffb8
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@ -84,9 +84,22 @@ void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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double x, double y, double z,
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float rot, float a)
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{
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shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(entity);
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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shared_ptr<ItemInstance> item = mob->getCarriedItem();
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prepareCarriedItem(mob, item);
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LivingEntityRenderer::render(entity, x, y, z, rot, a);
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}
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void ArmorStandRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
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{
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armorLayer->armorModel1->holdingRightHand = armorLayer->armorModel2->holdingRightHand = item != nullptr ? 1 : 0;
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}
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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 headRotMinusBodyRot,
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@ -165,7 +178,69 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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{
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std::shared_ptr<ItemInstance> item = mob->getCarriedItem();
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if (item != nullptr)
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{
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glPushMatrix();
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ArmorStandModel* standModel = ((ArmorStandModel*)model);
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if (standModel->young) {
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float s = 0.5f;
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glTranslatef(0 / 16.0f, 10 / 16.0f, 0 / 16.0f);
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glRotatef(-20, -1, 0, 0);
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glScalef(s, s, s);
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}
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standModel->arm1->translateTo(1 / 16.0f);
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glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
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if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()) && item->id != Tile::barrier_Id)
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{
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float s = 8 / 16.0f;
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glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
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s *= 0.75f;
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glRotatef(20, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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glScalef(-s, -s, s);
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}
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else if (item->id == Item::bow_Id)
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{
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float s = 10 / 16.0f;
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glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
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glRotatef(-20, 0, 1, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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}
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else if (Item::items[item->id]->isHandEquipped())
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{
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float s = 10 / 16.0f;
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glTranslatef(0, 3 / 16.0f, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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}
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else
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{
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float s = 6 / 16.0f;
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glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
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glScalef(s, s, s);
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glRotatef(60, 0, 0, 1);
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glRotatef(-90, 1, 0, 0);
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glRotatef(20, 0, 0, 1);
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}
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
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if (item->getItem()->hasMultipleSpriteLayers())
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{
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 1);
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}
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glPopMatrix();
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}
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}
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@ -47,5 +47,7 @@ public:
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float headRotMinusBodyRot,
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float headRotx, float scale) override;
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virtual int prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a) override;
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void prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item);
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virtual void additionalRendering(shared_ptr<LivingEntity> mob, float a) override;
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};
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