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.
294 lines
8.5 KiB
C++
294 lines
8.5 KiB
C++
#include "stdafx.h"
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#include "HumanoidMobRenderer.h"
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#include "SkullTileRenderer.h"
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#include "HumanoidModel.h"
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#include "ModelPart.h"
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#include "EntityRenderDispatcher.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
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#include "..\Minecraft.World\net.minecraft.h"
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const wstring HumanoidMobRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
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std::map<wstring, ResourceLocation> HumanoidMobRenderer::ARMOR_LOCATION_CACHE;
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void HumanoidMobRenderer::_init(HumanoidModel *humanoidModel, float scale)
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{
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this->humanoidModel = humanoidModel;
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this->_scale = scale;
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armorParts1 = NULL;
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armorParts2 = NULL;
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createArmorParts();
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}
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HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow) : MobRenderer(humanoidModel, shadow)
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{
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_init(humanoidModel, 1.0f);
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}
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HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel *humanoidModel, float shadow, float scale) : MobRenderer(humanoidModel, shadow)
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{
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_init(humanoidModel, scale);
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}
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ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer)
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{
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return getArmorLocation(armorItem, layer, false);
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}
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ResourceLocation *HumanoidMobRenderer::getArmorLocation(ArmorItem *armorItem, int layer, bool overlay)
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{
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switch(armorItem->modelIndex)
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{
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case 0:
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break;
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case 1:
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break;
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case 2:
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break;
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case 3:
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break;
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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(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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ResourceLocation *location;
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if (it != ARMOR_LOCATION_CACHE.end())
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{
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location = &it->second;
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}
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else
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{
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ARMOR_LOCATION_CACHE.insert(std::pair<wstring, ResourceLocation>(path, ResourceLocation(path)));
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it = ARMOR_LOCATION_CACHE.find(path);
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location = &it->second;
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}
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return location;
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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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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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if (dynamic_cast<ArmorItem *>(item) != NULL)
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{
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bindTexture(getArmorLocation(dynamic_cast<ArmorItem *>(item), layer, true));
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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}
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}
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}
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void HumanoidMobRenderer::createArmorParts()
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{
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armorParts1 = new HumanoidModel(1.0f);
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armorParts2 = new HumanoidModel(0.5f);
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}
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int HumanoidMobRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
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{
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shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
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shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
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if (itemInstance != NULL)
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{
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Item *item = itemInstance->getItem();
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if (dynamic_cast<ArmorItem *>(item) != NULL)
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{
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(getArmorLocation(armorItem, layer));
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HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
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armor->head->visible = layer == 0;
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armor->hair->visible = layer == 0;
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armor->body->visible = layer == 1 || layer == 2;
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armor->arm0->visible = layer == 1;
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armor->arm1->visible = layer == 1;
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armor->leg0->visible = layer == 2 || layer == 3;
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armor->leg1->visible = layer == 2 || layer == 3;
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setArmor(armor);
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armor->attackTime = model->attackTime;
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armor->riding = model->riding;
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armor->young = model->young;
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
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if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
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{
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int color = armorItem->getColor(itemInstance);
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float red = (float) ((color >> 16) & 0xFF) / 0xFF;
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float green = (float) ((color >> 8) & 0xFF) / 0xFF;
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float blue = (float) (color & 0xFF) / 0xFF;
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glColor3f(brightness * red, brightness * green, brightness * blue);
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if (itemInstance->isEnchanted()) return 0x1f;
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return 0x10;
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}
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else
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{
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glColor3f(brightness, brightness, brightness);
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}
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if (itemInstance->isEnchanted()) return 15;
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return 1;
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}
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}
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return -1;
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}
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void HumanoidMobRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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shared_ptr<ItemInstance> item = mob->getCarriedItem();
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prepareCarriedItem(mob, item);
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double yp = y - mob->heightOffset;
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if (mob->isSneaking()) {
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yp -= 2 / 16.0f;
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}
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MobRenderer::render(mob, x, yp, z, rot, a);
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armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
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armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
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}
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ResourceLocation *HumanoidMobRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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// TODO -- Figure out of we need some data in here
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return NULL;
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}
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void HumanoidMobRenderer::prepareCarriedItem(shared_ptr<Entity> mob, shared_ptr<ItemInstance> item)
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{
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
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armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
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}
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void HumanoidMobRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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{
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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shared_ptr<ItemInstance> item = mob->getCarriedItem();
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shared_ptr<ItemInstance> headGear = mob->getArmor(3);
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if (headGear != NULL)
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{
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// don't render the pumpkin of skulls for the skins with that disabled
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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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glPushMatrix();
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humanoidModel->head->translateTo(1 / 16.0f);
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if (headGear->getItem()->id < 256)
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{
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if (Tile::tiles[headGear->id] != NULL && TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
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{
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float s = 10 / 16.0f;
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glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
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glRotatef(90, 0, 1, 0);
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glScalef(s, -s, -s);
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}
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
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}
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else if (headGear->getItem()->id == Item::skull_Id)
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{
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float s = 17 / 16.0f;
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glScalef(s, -s, -s);
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wstring extra = L"";
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if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
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{
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extra = headGear->getTag()->getString(L"SkullOwner");
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}
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SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
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}
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glPopMatrix();
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}
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}
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if (item != NULL)
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{
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glPushMatrix();
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if (model->young)
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{
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float s = 0.5f;
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glTranslatef(0 / 16.0f, 10 / 16.0f, 0 / 16.0f);
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glRotatef(-20, -1, 0, 0);
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glScalef(s, s, s);
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}
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humanoidModel->arm0->translateTo(1 / 16.0f);
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glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
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if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
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{
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float s = 8 / 16.0f;
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glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
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s *= 0.75f;
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glRotatef(20, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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glScalef(-s, -s, s);
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}
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else if (item->id == Item::bow_Id)
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{
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float s = 10 / 16.0f;
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glTranslatef(0/16.0f, 2 / 16.0f, 5 / 16.0f);
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glRotatef(-20, 0, 1, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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}
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else if (Item::items[item->id]->isHandEquipped())
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{
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float s = 10 / 16.0f;
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glTranslatef(0, 3 / 16.0f, 0);
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glScalef(s, -s, s);
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glRotatef(-100, 1, 0, 0);
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glRotatef(45, 0, 1, 0);
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}
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else
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{
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float s = 6 / 16.0f;
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glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
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glScalef(s, s, s);
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glRotatef(60, 0, 0, 1);
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glRotatef(-90, 1, 0, 0);
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glRotatef(20, 0, 0, 1);
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}
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
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if (item->getItem()->hasMultipleSpriteLayers())
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{
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 1);
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}
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glPopMatrix();
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}
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}
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void HumanoidMobRenderer::scale(shared_ptr<LivingEntity> mob, float a)
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{
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glScalef(_scale, _scale, _scale);
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} |