Files
MinecraftConsoles/Minecraft.Client/SkeletonModel.cpp
daoge b3feddfef3 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>
2026-03-03 03:04:10 +08:00

55 lines
1.5 KiB
C++

#include "stdafx.h"
#include "SkeletonModel.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "ModelPart.h"
void SkeletonModel::_init(float g)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm0->addBox(-1, -2, -1, 2, 12, 2, g); // Arm0
arm0->setPos(-5, 2, 0);
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
arm1->addBox(-1, -2, -1, 2, 12, 2, g); // Arm1
arm1->setPos(5, 2, 0);
leg0 = new ModelPart(this, 0, 16);
leg0->addBox(-1, 0, -1, 2, 12, 2, g); // Leg0
leg0->setPos(-2, 12, 0);
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
leg1->addBox(-1, 0, -1, 2, 12, 2, g); // Leg1
leg1->setPos(2, 12, 0);
// 4J added - compile now to avoid random performance hit first time cubes are rendered
arm0->compile(1.0f/16.0f);
arm1->compile(1.0f/16.0f);
leg0->compile(1.0f/16.0f);
leg1->compile(1.0f/16.0f);
}
SkeletonModel::SkeletonModel() : ZombieModel(0, 0, 64, 32)
{
_init(0);
}
SkeletonModel::SkeletonModel(float g) : ZombieModel(g, 0, 64, 32)
{
_init(g);
}
void SkeletonModel::prepareMobModel(shared_ptr<LivingEntity> mob, float time, float r, float a)
{
ZombieModel::prepareMobModel(mob, time, r, a);
bowAndArrow = dynamic_pointer_cast<Skeleton>(mob)->getSkeletonType() == Skeleton::TYPE_WITHER;
}
void SkeletonModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
{
bowAndArrow=true;
ZombieModel::setupAnim(time, r, bob, yRot, xRot, scale, entity, uiBitmaskOverrideAnim);
}