mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-18 15:23:50 +00:00
Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
47 lines
No EOL
2.3 KiB
C++
47 lines
No EOL
2.3 KiB
C++
#pragma once
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#include "ResourceLocation.h"
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#include "EntityRenderer.h"
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#include "../Minecraft.World/LivingEntity.h"
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class LivingEntity;
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class LivingEntityRenderer : public EntityRenderer
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{
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static const int PLAYER_NAME_READABLE_FULLSCREEN = 16;
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static const int PLAYER_NAME_READABLE_DISTANCE_SPLITSCREEN = 8;
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static const int PLAYER_NAME_READABLE_DISTANCE_SD = 8;
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static ResourceLocation ENCHANT_GLINT_LOCATION;
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static int MAX_ARMOR_LAYERS;
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protected:
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//Model *model; // 4J Stu - This shadows the one in EntityRenderer
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Model *armor;
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public:
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LivingEntityRenderer(Model *model, float shadow, bool isPlayer = false);
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virtual void render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a);
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virtual void setArmor(Model *armor);
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private:
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float rotlerp(float from, float to, float a);
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protected:
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virtual void renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale);
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virtual void setupPosition(shared_ptr<LivingEntity> mob, double x, double y, double z);
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virtual void setupRotations(shared_ptr<LivingEntity> mob, float bob, float bodyRot, float a);
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virtual float getAttackAnim(shared_ptr<LivingEntity> mob, float a);
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virtual float getBob(shared_ptr<LivingEntity> mob, float a);
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virtual void additionalRendering(shared_ptr<LivingEntity> mob, float a);
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virtual void renderArrows(shared_ptr<LivingEntity> mob, float a);
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virtual int prepareArmorOverlay(shared_ptr<LivingEntity> mob, int layer, float a);
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virtual int prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a);
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virtual void prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a);
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virtual float getFlipDegrees(shared_ptr<LivingEntity> mob);
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virtual int getOverlayColor(shared_ptr<LivingEntity> mob, float br, float a);
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virtual void scale(shared_ptr<LivingEntity> mob, float a);
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virtual void renderName(shared_ptr<LivingEntity> mob, double x, double y, double z);
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virtual bool shouldShowName(shared_ptr<LivingEntity> mob);
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virtual void renderNameTags(shared_ptr<LivingEntity> mob, double x, double y, double z, const wstring &msg, float scale, double dist);
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virtual void renderNameTag(shared_ptr<LivingEntity> mob, const wstring &name, double x, double y, double z, int maxDist, int color = 0xff000000);
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}; |