* Multiplayer 8 to max byte increase. Made-with: Cursor * Server chunk optimizations for large player counts, server full notification fix, added to server.properties.
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#pragma once
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#include "MobRenderer.h"
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#include "..\Minecraft.World\Player.h"
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class HumanoidModel;
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using namespace std;
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class PlayerRenderer : public LivingEntityRenderer
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{
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public:
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// 4J: Made public for use in skull renderer
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static ResourceLocation DEFAULT_LOCATION;
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private:
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HumanoidModel *humanoidModel;
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HumanoidModel *armorParts1;
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HumanoidModel *armorParts2;
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public:
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PlayerRenderer();
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static unsigned int getNametagColour(int index);
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private:
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static const wstring MATERIAL_NAMES[5];
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protected:
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virtual int prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a);
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virtual void prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, 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 additionalRendering(shared_ptr<LivingEntity> _mob, float a);
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void renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist);
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virtual void scale(shared_ptr<LivingEntity> _player, float a);
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public:
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void renderHand();
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protected:
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virtual void setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z);
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virtual void setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a);
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private:
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virtual void renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a); // 4J Added override
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public:
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> entity);
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using LivingEntityRenderer::bindTexture;
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virtual void bindTexture(shared_ptr<Entity> entity); // 4J Added override
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}; |