feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -1,10 +1,16 @@
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#pragma once
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#include "MobRenderer.h"
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class HumanoidModel;
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class Giant;
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class ArmorItem;
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class HumanoidMobRenderer : public MobRenderer
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{
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private:
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static const wstring MATERIAL_NAMES[5];
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static std::map<wstring, ResourceLocation> ARMOR_LOCATION_CACHE;
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protected:
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HumanoidModel *humanoidModel;
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float _scale;
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@@ -13,10 +19,20 @@ protected:
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void _init(HumanoidModel *humanoidModel, float scale);
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public:
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static ResourceLocation *getArmorLocation(ArmorItem *armorItem, int layer);
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static ResourceLocation *getArmorLocation(ArmorItem *armorItem, int layer, bool overlay);
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HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow);
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HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow, float scale);
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virtual void prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a);
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protected:
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virtual void createArmorParts();
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virtual void additionalRendering(shared_ptr<Mob> mob, float a);
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void scale(shared_ptr<Mob> mob, float a);
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virtual int prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a);
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virtual void render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a);
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);
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virtual void prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item);
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virtual void additionalRendering(shared_ptr<LivingEntity> mob, float a);
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virtual void scale(shared_ptr<LivingEntity> mob, float a);
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};
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