This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
586 lines
19 KiB
C++
586 lines
19 KiB
C++
#include "stdafx.h"
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#include "PlayerRenderer.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 "LocalPlayer.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "entityRenderDispatcher.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.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.h"
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#include "..\Minecraft.World\StringHelpers.h"
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const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
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{
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0xff000000, // WHITE (represents the "white" player, but using black as the colour)
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0xff33cc33, // GREEN
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0xffcc3333, // RED
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0xff3333cc, // BLUE
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#ifndef __PSVITA__ // only 4 player on Vita
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0xffcc33cc, // PINK
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0xffcc6633, // ORANGE
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0xffcccc33, // YELLOW
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0xff33dccc, // TURQUOISE
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#endif
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};
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const wstring PlayerRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
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PlayerRenderer::PlayerRenderer() : MobRenderer( new HumanoidModel(0), 0.5f )
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{
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humanoidModel = (HumanoidModel *) model;
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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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unsigned int PlayerRenderer::getNametagColour(int index)
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{
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if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
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{
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return s_nametagColors[index];
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}
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return 0xFF000000;
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}
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int PlayerRenderer::prepareArmor(std::shared_ptr<Mob> _player, int layer, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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// 4J-PB - need to disable rendering armour for some special skins (Daleks)
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unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
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if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
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{
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return -1;
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}
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std::shared_ptr<ItemInstance> itemInstance = player->inventory->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))
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{
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png");
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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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if (armor != NULL) armor->attackTime = model->attackTime;
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if (armor != NULL) armor->riding = model->riding;
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if (armor != NULL) armor->young = model->young;
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->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 0xf;
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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 PlayerRenderer::prepareSecondPassArmor(std::shared_ptr<Mob> _player, int layer, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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std::shared_ptr<ItemInstance> itemInstance = player->inventory->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))
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{
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png");
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->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 PlayerRenderer::render(std::shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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if(mob->hasInvisiblePrivilege()) return;
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std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
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if (item != NULL)
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{
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if (mob->getUseItemDuration() > 0)
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{
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UseAnim anim = item->getUseAnimation();
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if (anim == UseAnim_block)
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{
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
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}
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else if (anim == UseAnim_bow)
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{
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armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
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}
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}
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}
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// 4J added, for 3rd person view of eating
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if( item != NULL && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
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{
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// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
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float t = (mob->getUseItemDuration() - a + 1);
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float swing = 1 - (t / item->getUseDuration());
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armorParts1->eating = armorParts2->eating = humanoidModel->eating = true;
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armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
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armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
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}
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else
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{
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armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
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}
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armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
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double yp = y - mob->heightOffset;
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if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
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{
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yp -= 2 / 16.0f;
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}
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// Check if an idle animation is needed
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if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
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{
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if(mob->isIdle())
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{
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humanoidModel->idle=true;
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armorParts1->idle=true;
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armorParts2->idle=true;
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}
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else
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{
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humanoidModel->idle=false;
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armorParts1->idle=false;
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armorParts2->idle=false;
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}
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}
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else
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{
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humanoidModel->idle=false;
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armorParts1->idle=false;
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armorParts2->idle=false;
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}
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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//turn them on
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if(pAdditionalModelParts!=NULL)
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{
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for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
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{
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ModelPart *pModelPart=*it;
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pModelPart->visible=true;
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}
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}
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MobRenderer::render(mob, x, yp, z, rot, a);
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// turn them off again
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if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
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{
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for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
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{
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ModelPart *pModelPart=*it;
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pModelPart->visible=false;
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}
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}
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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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void PlayerRenderer::renderName(std::shared_ptr<Mob> _mob, double x, double y, double z)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
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&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
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{
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float size = 1.60f;
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float s = 1 / 60.0f * size;
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double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);
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float maxDist = mob->isSneaking() ? 32.0f : 64.0f;
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if (dist < maxDist * maxDist)
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{
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// Truncate display names longer than 16 char
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wstring msg = mob->getDisplayName();
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if (msg.length() > 16)
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{
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msg.resize(16);
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msg += L"...";
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}
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if (mob->isSneaking())
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{
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if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
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{
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// 4J-PB - turn off gamertag render
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return;
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}
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if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
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{
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// turn off gamertags if the host has set them off
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return;
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}
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Font *font = getFont();
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glPushMatrix();
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glTranslatef((float) x + 0, (float) y + 2.3f, (float) z);
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glNormal3f(0, 1, 0);
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glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);
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glScalef(-s, -s, s);
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glDisable(GL_LIGHTING);
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glTranslatef(0, (float) 0.25f / s, 0);
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glDepthMask(false);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Tesselator *t = Tesselator::getInstance();
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glDisable(GL_TEXTURE_2D);
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t->begin();
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int w = font->width(msg) / 2;
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t->color(0.0f, 0.0f, 0.0f, 0.25f);
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t->vertex((float)(-w - 1), (float)( -1), (float)( 0));
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t->vertex((float)(-w - 1), (float)( +8), (float)( 0));
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t->vertex((float)(+w + 1), (float)( +8), (float)( 0));
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t->vertex((float)(+w + 1), (float)( -1), (float)( 0));
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t->end();
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glEnable(GL_TEXTURE_2D);
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glDepthMask(true);
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font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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}
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else
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{
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if (mob->isSleeping())
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{
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renderNameTag(mob, msg, x, y - 1.5f, z, 64, s_nametagColors[mob->getPlayerIndex()]);
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}
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else
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{
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renderNameTag(mob, msg, x, y, z, 64, s_nametagColors[mob->getPlayerIndex()]);
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}
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}
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}
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}
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}
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void PlayerRenderer::additionalRendering(std::shared_ptr<Mob> _mob, float a)
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{
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MobRenderer::additionalRendering(_mob,a);
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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std::shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
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if (headGear != NULL)
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{
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// don't render the pumpkin for the skins
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unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
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if((uiAnimOverrideBitmask&(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 (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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// need to add a custom texture for deadmau5
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if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
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{
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for (int i = 0; i < 2; i++)
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{
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float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
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glPushMatrix();
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glRotatef(yr, 0, 1, 0);
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glRotatef(xr, 1, 0, 0);
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glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
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glTranslatef(0, -6 / 16.0f, 0);
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glRotatef(-xr, 1, 0, 0);
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glRotatef(-yr, 0, 1, 0);
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float s = 8 / 6.0f;
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glScalef(s, s, s);
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humanoidModel->renderEars(1 / 16.0f,true);
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glPopMatrix();
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}
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}
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//4J-PB
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// if (bindTexture(mob->cloakTexture, L"" ))
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if (bindTexture(mob->customTextureUrl2, L"" ) && !mob->isInvisible())
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{
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
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double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
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double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
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float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = Mth::sin(yr * PI / 180);
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double za = -Mth::cos(yr * PI / 180);
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float flap = (float) yd * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = (float) (xd * xa + zd * za) * 100;
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float lean2 = (float) (xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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float pow = mob->oBob + (mob->bob - mob->oBob) * a;
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flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
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if (mob->isSneaking())
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{
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flap += 25;
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}
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// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
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float xRot = 6.0f + lean / 2 + flap;
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if(xRot > 64.0f) xRot = 64.0f;
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glRotatef(xRot, 1, 0, 0);
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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humanoidModel->renderCloak(1 / 16.0f,true);
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glPopMatrix();
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}
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std::shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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if (item != NULL)
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{
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glPushMatrix();
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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 (mob->fishing != NULL)
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{
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item = std::shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
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}
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UseAnim anim = UseAnim_none;//null;
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if (mob->getUseItemDuration() > 0)
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{
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anim = item->getUseAnimation();
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}
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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);
|
|
glScalef(s, -s, s);
|
|
}
|
|
else if (item->id == Item::bow->id)
|
|
{
|
|
float s = 10 / 16.0f;
|
|
glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
|
|
glRotatef(-20, 0, 1, 0);
|
|
glScalef(s, -s, s);
|
|
glRotatef(-100, 1, 0, 0);
|
|
glRotatef(45, 0, 1, 0);
|
|
}
|
|
else if (Item::items[item->id]->isHandEquipped())
|
|
{
|
|
float s = 10 / 16.0f;
|
|
if (Item::items[item->id]->isMirroredArt())
|
|
{
|
|
glRotatef(180, 0, 0, 1);
|
|
glTranslatef(0, -2 / 16.0f, 0);
|
|
}
|
|
if (mob->getUseItemDuration() > 0)
|
|
{
|
|
if (anim == UseAnim_block)
|
|
{
|
|
glTranslatef(0.05f, 0, -0.1f);
|
|
glRotatef(-50, 0, 1, 0);
|
|
glRotatef(-10, 1, 0, 0);
|
|
glRotatef(-60, 0, 0, 1);
|
|
}
|
|
}
|
|
glTranslatef(0, 3 / 16.0f, 0);
|
|
glScalef(s, -s, s);
|
|
glRotatef(-100, 1, 0, 0);
|
|
glRotatef(45, 0, 1, 0);
|
|
}
|
|
else
|
|
{
|
|
float s = 6 / 16.0f;
|
|
glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
|
|
glScalef(s, s, s);
|
|
glRotatef(60, 0, 0, 1);
|
|
glRotatef(-90, 1, 0, 0);
|
|
glRotatef(20, 0, 0, 1);
|
|
}
|
|
|
|
if (item->getItem()->hasMultipleSpriteLayers())
|
|
{
|
|
for (int layer = 0; layer <= 1; layer++)
|
|
{
|
|
int col = item->getItem()->getColor(item,layer);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red, g, b, 1);
|
|
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
}
|
|
|
|
void PlayerRenderer::scale(std::shared_ptr<Mob> player, float a)
|
|
{
|
|
float s = 15 / 16.0f;
|
|
glScalef(s, s, s);
|
|
}
|
|
|
|
void PlayerRenderer::renderHand()
|
|
{
|
|
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
|
|
armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
|
|
humanoidModel->attackTime = 0;
|
|
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f);
|
|
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
|
|
if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
|
|
{
|
|
humanoidModel->arm0->render(1 / 16.0f,true);
|
|
}
|
|
}
|
|
|
|
void PlayerRenderer::setupPosition(std::shared_ptr<Mob> _mob, double x, double y, double z)
|
|
{
|
|
// 4J - dynamic cast required because we aren't using templates/generics in our version
|
|
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
|
|
|
|
if (mob->isAlive() && mob->isSleeping())
|
|
{
|
|
MobRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
|
|
|
|
}
|
|
else
|
|
{
|
|
MobRenderer::setupPosition(mob, x, y, z);
|
|
}
|
|
}
|
|
|
|
void PlayerRenderer::setupRotations(std::shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
|
|
{
|
|
// 4J - dynamic cast required because we aren't using templates/generics in our version
|
|
std::shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
|
|
|
|
if (mob->isAlive() && mob->isSleeping())
|
|
{
|
|
glRotatef(mob->getSleepRotation(), 0, 1, 0);
|
|
glRotatef(getFlipDegrees(mob), 0, 0, 1);
|
|
glRotatef(270, 0, 1, 0);
|
|
}
|
|
else
|
|
{
|
|
MobRenderer::setupRotations(mob, bob, bodyRot, a);
|
|
}
|
|
}
|
|
|
|
// 4J Added override to stop rendering shadow if player is invisible
|
|
void PlayerRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
|
|
{
|
|
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
|
|
{
|
|
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
|
|
if(player != NULL && player->hasInvisiblePrivilege()) return;
|
|
}
|
|
EntityRenderer::renderShadow(e,x,y,z,pow,a);
|
|
}
|