Files
MinecraftConsoles/Minecraft.Client/GhastModel.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

59 lines
1.8 KiB
C++

#include "stdafx.h"
#include "..\Minecraft.World\Random.h"
#include "..\Minecraft.World\Mth.h"
#include "GhastModel.h"
#include "ModelPart.h"
GhastModel::GhastModel() : Model()
{
int yoffs = -16;
body = new ModelPart(this, 0, 0);
body->addBox(-8, -8, -8, 16, 16, 16);
body->y += (8 + 16) + yoffs;
Random *random = new Random(1660);
for (int i = 0; i < TENTACLESLENGTH; i++) // 4J - 9 was tentacles.length
{
tentacles[i] = new ModelPart(this, 0, 0);
float xo = (((i % 3 - (i / 3 % 2) * 0.5f + 0.25f) / 2.0f * 2 - 1) * 5);
float yo = (((i / 3) / 2.0f * 2 - 1) * 5);
int len = random->nextInt(7) + 8;
tentacles[i]->addBox(-1, 0, -1, 2, len, 2);
tentacles[i]->x = xo;
tentacles[i]->z = yo;
tentacles[i]->y = static_cast<float>(31 + yoffs);
}
// 4J added - compile now to avoid random performance hit first time cubes are rendered
body->compile(1.0f/16.0f);
for( int i = 0; i < TENTACLESLENGTH; i++ )
{
tentacles[i]->compile(1.0f/16.0f);
}
}
void GhastModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
{
for (int i = 0; i < TENTACLESLENGTH; i++) // 4J - 9 was tentacles.length
{
tentacles[i]->xRot = 0.2f * Mth::sin(bob * 0.3f + i) + 0.4f;
}
}
void GhastModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
{
setupAnim(time, r, bob, yRot, xRot, scale, entity);
glPushMatrix();
glTranslatef(0, .6f, 0);
body->render(scale, usecompiled);
for (int i = 0; i < TENTACLESLENGTH; i++) // 4J - 9 was tentacles.length
{
tentacles[i]->render(scale, usecompiled);
}
glPopMatrix();
}