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:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -57,7 +57,7 @@ ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModel = (HumanoidModel *) model;
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
@@ -83,7 +83,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
}
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
@@ -102,17 +102,17 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
if (armor != NULL) armor->attackTime = model->attackTime;
if (armor != NULL) armor->riding = model->riding;
if (armor != NULL) armor->young = model->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
float blue = static_cast<float>(color & 0xFF) / 0xFF;
float red = (float) ((color >> 16) & 0xFF) / 0xFF;
float green = (float) ((color >> 8) & 0xFF) / 0xFF;
float blue = (float) (color & 0xFF) / 0xFF;
glColor3f(brightness * red, brightness * green, brightness * blue);
if (itemInstance->isEnchanted()) return 0x1f;
@@ -137,13 +137,13 @@ void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, in
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
if (itemInstance != NULL)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem *>(item), layer, true));
bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem *)item, layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
glColor3f(brightness, brightness, brightness);
@@ -159,8 +159,8 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
if(mob->hasInvisiblePrivilege()) return;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
if (item != NULL)
{
if (mob->getUseItemDuration() > 0)
{
@@ -176,7 +176,7 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
}
}
// 4J added, for 3rd person view of eating
if( item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
if( item != NULL && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
{
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float t = (mob->getUseItemDuration() - a + 1);
@@ -260,7 +260,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
if (headGear != NULL)
{
// don't render the pumpkin for the skins
unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
@@ -300,7 +300,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
}
// need to add a custom texture for deadmau5
if (mob != nullptr && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
{
for (int i = 0; i < 2; i++)
{
@@ -339,11 +339,11 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
double xa = Mth::sin(yr * PI / 180);
double za = -Mth::cos(yr * PI / 180);
float flap = static_cast<float>(yd) * 10;
float flap = (float) yd * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = static_cast<float>(xd * xa + zd * za) * 100;
float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
float lean = (float) (xd * xa + zd * za) * 100;
float lean2 = (float) (xd * za - zd * xa) * 100;
if (lean < 0) lean = 0;
float pow = mob->oBob + (mob->bob - mob->oBob) * a;
@@ -368,15 +368,15 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != nullptr)
if (item != NULL)
{
glPushMatrix();
humanoidModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
if (mob->fishing != NULL)
{
item = std::make_shared<ItemInstance>(Item::stick);
item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
}
UseAnim anim = UseAnim_none;//null;
@@ -472,7 +472,7 @@ void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, d
Scoreboard *scoreboard = player->getScoreboard();
Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != nullptr)
if (objective != NULL)
{
Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
@@ -558,7 +558,7 @@ void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, doub
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != nullptr && player->hasInvisiblePrivilege()) return;
if(player != NULL && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);
}
@@ -573,5 +573,5 @@ void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
return new ResourceLocation((_TEXTURE_NAME)player->getTexture());
}