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.
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#include "stdafx.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.ambient.h"
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#include "BatRenderer.h"
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#include "BatModel.h"
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ResourceLocation BatRenderer::BAT_LOCATION = ResourceLocation(TN_MOB_BAT);
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BatRenderer::BatRenderer() : MobRenderer(new BatModel(), 0.25f)
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{
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modelVersion = ((BatModel *)model)->modelVersion();
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}
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void BatRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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int modelVersion = (dynamic_cast<BatModel*>(model))->modelVersion();
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if (modelVersion != this->modelVersion) {
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this->modelVersion = modelVersion;
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model = new BatModel();
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}
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MobRenderer::render(_mob, x, y, z, rot, a);
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}
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ResourceLocation *BatRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &BAT_LOCATION;
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}
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void BatRenderer::scale(shared_ptr<LivingEntity> mob, float a)
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{
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glScalef(.35f, .35f, .35f);
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}
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void BatRenderer::setupPosition(shared_ptr<LivingEntity> mob, double x, double y, double z)
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{
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MobRenderer::setupPosition(mob, x, y, z);
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}
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void BatRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
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{
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shared_ptr<Bat> mob = dynamic_pointer_cast<Bat>(_mob);
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if (!mob->isResting())
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{
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glTranslatef(0, cos(bob * .3f) * .1f, 0);
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}
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else
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{
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glTranslatef(0, -.1f, 0);
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}
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MobRenderer::setupRotations(mob, bob, bodyRot, a);
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} |