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
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -1,46 +1,24 @@
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#pragma once
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#include "EntityRenderer.h"
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#include "LivingEntityRenderer.h"
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class Mob;
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using namespace std;
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#define PLAYER_NAME_READABLE_FULLSCREEN 16
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// This was used in MobRenderer but lots of code moved to LivingEntity and I haven't put this back yet
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/*#define PLAYER_NAME_READABLE_FULLSCREEN 16
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#define PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN 8
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#define PLAYER_NAME_READABLE_DISTANCE_SD 8
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#define PLAYER_NAME_READABLE_DISTANCE_SD 8*/
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// 4J - this used to be a generic : public class MobRenderer<T extends Mob> extends EntityRenderer<T>
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class MobRenderer : public EntityRenderer
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class MobRenderer : public LivingEntityRenderer
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{
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private:
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static const int MAX_ARMOR_LAYERS = 4;
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protected:
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Model *model;
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Model *armor;
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public:
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MobRenderer(Model *model, float shadow);
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virtual void setArmor(Model *armor);
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private:
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float rotlerp(float from, float to, float a);
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public:
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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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protected:
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virtual void renderModel(shared_ptr<Entity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale);
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virtual void setupPosition(shared_ptr<Mob> mob, double x, double y, double z);
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virtual void setupRotations(shared_ptr<Mob> mob, float bob, float bodyRot, float a);
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virtual float getAttackAnim(shared_ptr<Mob> mob, float a);
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virtual float getBob(shared_ptr<Mob> mob, float a);
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virtual void additionalRendering(shared_ptr<Mob> mob, float a);
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virtual int prepareArmorOverlay(shared_ptr<Mob> mob, int layer, float a);
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virtual int prepareArmor(shared_ptr<Mob> mob, int layer, float a);
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virtual void prepareSecondPassArmor(shared_ptr<Mob> mob, int layer, float a);
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virtual float getFlipDegrees(shared_ptr<Mob> mob);
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virtual int getOverlayColor(shared_ptr<Mob> mob, float br, float a);
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virtual void scale(shared_ptr<Mob> mob, float a);
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virtual void renderName(shared_ptr<Mob> mob, double x, double y, double z);
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virtual void renderNameTag(shared_ptr<Mob> mob, const wstring& name, double x, double y, double z, int maxDist, int color = 0xff000000);
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public:
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// 4J Added
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virtual Model *getModel() { return model; }
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protected:
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virtual bool shouldShowName(shared_ptr<LivingEntity> mob);
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virtual void renderLeash(shared_ptr<Mob> entity, double x, double y, double z, float rot, float a);
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private:
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double lerp(double prev, double next, double a);
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};
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