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90
Minecraft.Client/CreeperRenderer.cpp
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90
Minecraft.Client/CreeperRenderer.cpp
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#include "stdafx.h"
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#include "CreeperRenderer.h"
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#include "CreeperModel.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
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#include "..\Minecraft.World\Mth.h"
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CreeperRenderer::CreeperRenderer() : MobRenderer( new CreeperModel(), 0.5f )
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{
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armorModel = new CreeperModel(2);
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}
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void CreeperRenderer::scale(shared_ptr<Mob> mob, float a)
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{
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shared_ptr<Creeper> creeper = dynamic_pointer_cast<Creeper>(mob);
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float g = creeper->getSwelling(a);
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float wobble = 1.0f + Mth::sin(g * 100) * g * 0.01f;
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if (g < 0) g = 0;
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if (g > 1) g = 1;
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g = g * g;
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g = g * g;
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float s = (1.0f + g * 0.4f) * wobble;
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float hs = (1.0f + g * 0.1f) / wobble;
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glScalef(s, hs, s);
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}
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int CreeperRenderer::getOverlayColor(shared_ptr<Mob> mob, float br, float a)
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{
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shared_ptr<Creeper> creeper = dynamic_pointer_cast<Creeper>(mob);
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float step = creeper->getSwelling(a);
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if ((int) (step * 10) % 2 == 0) return 0;
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int _a = (int) (step * 0.2f * 255) + 25; // 4J - added 25 here as our entities are rendered with alpha test still enabled, and so anything less is invisible
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if (_a < 0) _a = 0;
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if (_a > 255) _a = 255;
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int r = 255;
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int g = 255;
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int b = 255;
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return (_a << 24) | (r << 16) | (g << 8) | b;
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}
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int CreeperRenderer::prepareArmor(shared_ptr<Mob> _mob, 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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shared_ptr<Creeper> mob = dynamic_pointer_cast<Creeper>(_mob);
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if (mob->isPowered())
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{
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if (mob->isInvisible()) glDepthMask(false);
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else glDepthMask(true);
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if (layer == 1)
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{
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float time = mob->tickCount + a;
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bindTexture(TN_POWERED_CREEPER);// was L"/armor/power.png");
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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float uo = time * 0.01f;
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float vo = time * 0.01f;
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glTranslatef(uo, vo, 0);
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setArmor(armorModel);
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_BLEND);
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float br = 0.5f;
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glColor4f(br, br, br, 1);
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glDisable(GL_LIGHTING);
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glBlendFunc(GL_ONE, GL_ONE);
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return 1;
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}
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if (layer == 2)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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}
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}
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return -1;
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}
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int CreeperRenderer::prepareArmorOverlay(shared_ptr<Mob> mob, int layer, float a)
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{
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return -1;
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}
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