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.
81 lines
2.0 KiB
C++
81 lines
2.0 KiB
C++
#include "stdafx.h"
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#include "TakeAnimationParticle.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.h"
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#include "..\Minecraft.World\Mth.h"
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TakeAnimationParticle::TakeAnimationParticle(Level *level, shared_ptr<Entity> item, shared_ptr<Entity> target, float yOffs) : Particle(level, item->x, item->y, item->z, item->xd, item->yd, item->zd)
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{
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// 4J - added initialisers
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life = 0;
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lifeTime = 0;
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this->item = item;
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this->target = target;
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lifeTime = 3;
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this->yOffs = yOffs;
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}
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TakeAnimationParticle::~TakeAnimationParticle()
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{
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}
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void TakeAnimationParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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float time = (life + a) / lifeTime;
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time = time*time;
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double xo = item->x;
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double yo = item->y;
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double zo = item->z;
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double xt = target->xOld + (target->x - target->xOld) * a;
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double yt = target->yOld + (target->y - target->yOld) * a+yOffs;
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double zt = target->zOld + (target->z - target->zOld) * a;
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double xx = xo + (xt - xo) * time;
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double yy = yo + (yt - yo) * time;
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double zz = zo + (zt - zo) * time;
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int xTile = Mth::floor(xx);
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int yTile = Mth::floor(yy + heightOffset / 2.0f);
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int zTile = Mth::floor(zz);
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// 4J - change brought forward from 1.8.2
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if (SharedConstants::TEXTURE_LIGHTING)
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{
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int col = getLightColor(a);
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int u = col%65536;
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int v = col/65536;
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glMultiTexCoord2f(GL_TEXTURE1, u/1.0f, v/1.0f);
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glColor4f(1, 1, 1, 1);
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}
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else
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{
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float br = level->getBrightness(xTile, yTile, zTile);
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glColor4f(br, br, br, 1);
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}
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xx-=xOff;
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yy-=yOff;
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zz-=zOff;
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EntityRenderDispatcher::instance->render(item, (float)xx, (float)yy, (float)zz, item->yRot, a);
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}
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void TakeAnimationParticle::tick()
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{
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life++;
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if (life == lifeTime) remove();
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}
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int TakeAnimationParticle::getParticleTexture()
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{
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return ParticleEngine::ENTITY_PARTICLE_TEXTURE;
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}
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