Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -23,10 +23,10 @@ UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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m_fScreenWidth=(float)pMinecraft->width_phys;
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m_fRawWidth=(float)ssc.rawWidth;
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m_fScreenHeight=(float)pMinecraft->height_phys;
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m_fRawHeight=(float)ssc.rawHeight;
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m_customTextureUrl = L"default";
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m_backupTexture = TN_MOB_CHAR;
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@@ -55,7 +55,7 @@ UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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m_fOriginalRotation = 0.0f;
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts=nullptr;
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m_pvAdditionalModelParts=NULL;
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m_uiAnimOverrideBitmask=0L;
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}
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@@ -167,7 +167,7 @@ void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAni
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void UIControl_PlayerSkinPreview::CycleNextAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation + 1);
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m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation + 1);
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if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_swingTime = 0.0f;
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@@ -175,8 +175,8 @@ void UIControl_PlayerSkinPreview::CycleNextAnimation()
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void UIControl_PlayerSkinPreview::CyclePreviousAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation - 1);
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if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = static_cast<ESkinPreviewAnimations>(e_SkinPreviewAnimation_Count - 1);
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m_currentAnimation = (ESkinPreviewAnimations)(m_currentAnimation - 1);
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if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = (ESkinPreviewAnimations)(e_SkinPreviewAnimation_Count - 1);
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m_swingTime = 0.0f;
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}
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@@ -210,7 +210,7 @@ void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
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Lighting::turnOn();
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//glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-static_cast<float>(m_xRot), 1, 0, 0);
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glRotatef(-(float)m_xRot, 1, 0, 0);
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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@@ -218,7 +218,7 @@ void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
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//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
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EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_LOCALPLAYER);
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if (renderer != nullptr)
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if (renderer != NULL)
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{
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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//vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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@@ -257,12 +257,12 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel());
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HumanoidModel *model = (HumanoidModel *)renderer->getModel();
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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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//if (armor != NULL) armor->attackTime = model->attackTime;
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//model->riding = mob->isRiding();
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//if (armor != nullptr) armor->riding = model->riding;
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//if (armor != NULL) armor->riding = model->riding;
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// 4J Stu - Remember to reset these values once the rendering is done if you add another one
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model->attackTime = 0;
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@@ -292,7 +292,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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{
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m_swingTime = 0;
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}
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model->attackTime = m_swingTime / static_cast<float>(Player::SWING_DURATION * 3);
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model->attackTime = m_swingTime / (float) (Player::SWING_DURATION * 3);
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break;
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default:
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break;
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@@ -306,7 +306,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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//setupPosition(mob, x, y, z);
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// is equivalent to
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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glTranslatef((float) x, (float) y, (float) z);
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//float bob = getBob(mob, a);
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#ifdef SKIN_PREVIEW_BOB_ANIM
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@@ -383,11 +383,11 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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double xa = sin(yr * PI / 180);
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double za = -cos(yr * PI / 180);
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float flap = static_cast<float>(yd) * 10;
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float flap = (float) yd * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = static_cast<float>(xd * xa + zd * za) * 100;
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float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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float lean = (float) (xd * xa + zd * za) * 100;
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float lean2 = (float) (xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
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