Remove AUTO_VAR macro and _toString function (#592)
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@@ -53,7 +53,7 @@ ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, in
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case 4:
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break;
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};
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wstring path = wstring(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex]).append(L"_").append(_toString<int>(layer == 2 ? 2 : 1)).append((overlay ? L"_b" :L"")).append(L".png");
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wstring path = wstring(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex]).append(L"_").append(std::to_wstring(layer == 2 ? 2 : 1)).append((overlay ? L"_b" :L"")).append(L".png");
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std::map<wstring, ResourceLocation>::iterator it = ARMOR_LOCATION_CACHE.find(path);
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@@ -74,7 +74,7 @@ ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, in
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}
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void HumanoidMobRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a)
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{
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{
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shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
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if (itemInstance != NULL) {
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Item *item = itemInstance->getItem();
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@@ -193,7 +193,7 @@ void HumanoidMobRenderer::additionalRendering(shared_ptr<LivingEntity> mob, floa
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// 4J-PB - need to disable rendering armour/skulls/pumpkins for some special skins (Daleks)
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if((mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
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{
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{
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glPushMatrix();
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humanoidModel->head->translateTo(1 / 16.0f);
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