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:
@@ -18,7 +18,7 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
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// 4J - added
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EntityRenderer::EntityRenderer()
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{
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model = nullptr;
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model = NULL;
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tileRenderer = new TileRenderer();
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shadowRadius = 0;
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shadowStrength = 1.0f;
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@@ -89,7 +89,7 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl
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Icon *fire2 = Tile::fire->getTextureLayer(1);
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glPushMatrix();
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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 s = e->bbWidth * 1.4f;
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glScalef(s, s, s);
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@@ -102,18 +102,18 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl
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float xo = 0.0f;
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float h = e->bbHeight / s;
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float yo = static_cast<float>(e->y - e->bb->y0);
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float yo = (float) (e->y - e->bb->y0);
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glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glTranslatef(0, 0, -0.3f + static_cast<int>(h) * 0.02f);
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glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
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glColor4f(1, 1, 1, 1);
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float zo = 0;
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int ss = 0;
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t->begin();
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while (h > 0)
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{
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Icon *tex = nullptr;
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Icon *tex = NULL;
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if (ss % 2 == 0)
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{
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tex = fire1;
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@@ -238,7 +238,7 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in
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if (a < 0) return;
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if (a > 1) a = 1;
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t->color(1.0f, 1.0f, 1.0f, static_cast<float>(a));
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t->color(1.0f, 1.0f, 1.0f, (float) a);
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// glColor4f(1, 1, 1, (float) a);
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double x0 = xt + tt->getShapeX0() + xo;
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@@ -247,20 +247,20 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in
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double z0 = zt + tt->getShapeZ0() + zo;
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double z1 = zt + tt->getShapeZ1() + zo;
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float u0 = static_cast<float>((x - (x0)) / 2 / r + 0.5f);
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float u1 = static_cast<float>((x - (x1)) / 2 / r + 0.5f);
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float v0 = static_cast<float>((z - (z0)) / 2 / r + 0.5f);
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float v1 = static_cast<float>((z - (z1)) / 2 / r + 0.5f);
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float u0 = (float) ((x - (x0)) / 2 / r + 0.5f);
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float u1 = (float) ((x - (x1)) / 2 / r + 0.5f);
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float v0 = (float) ((z - (z0)) / 2 / r + 0.5f);
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float v1 = (float) ((z - (z1)) / 2 / r + 0.5f);
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// u0 = 0;
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// v0 = 0;
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// u1 = 1;
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// v1 = 1;
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t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), (float)( u0), (float)( v0));
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t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), (float)( u0), (float)( v1));
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t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), (float)( u1), (float)( v1));
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t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), (float)( u1), (float)( v0));
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t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u0), (float)( v0));
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t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( u0), (float)( v1));
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t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( u1), (float)( v1));
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t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u1), (float)( v0));
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}
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void EntityRenderer::render(AABB *bb, double xo, double yo, double zo)
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@@ -269,42 +269,42 @@ void EntityRenderer::render(AABB *bb, double xo, double yo, double zo)
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Tesselator *t = Tesselator::getInstance();
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glColor4f(1, 1, 1, 1);
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t->begin();
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t->offset(static_cast<float>(xo), static_cast<float>(yo), static_cast<float>(zo));
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t->offset((float)xo, (float)yo, (float)zo);
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t->normal(0, 0, -1);
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->normal(0, 0, 1);
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->normal(0, -1, 0);
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->normal(0, 1, 0);
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->normal(-1, 0, 0);
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->normal(1, 0, 0);
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->offset(0, 0, 0);
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t->end();
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glEnable(GL_TEXTURE_2D);
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@@ -315,30 +315,30 @@ void EntityRenderer::renderFlat(AABB *bb)
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{
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1));
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t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0));
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t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1));
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t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1));
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t->end();
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}
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@@ -385,7 +385,7 @@ void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, d
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if (bRenderPlayerShadow && entityRenderDispatcher->options->fancyGraphics && shadowRadius > 0 && !entity->isInvisible())
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{
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double dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z);
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float pow = static_cast<float>((1 - dist / (16.0f * 16.0f)) * shadowStrength);
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float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength);
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if (pow > 0)
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{
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renderShadow(entity, x, y, z, pow, a);
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@@ -406,5 +406,5 @@ void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister)
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ResourceLocation *EntityRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return nullptr;
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return NULL;
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}
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Reference in New Issue
Block a user