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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-22 19:35:32 +00:00
restructure codebase according to vcproj filters
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@@ -0,0 +1,73 @@
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#include "../../../../../../Minecraft.World/Header Files/stdafx.h"
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#include "SheepRenderer.h"
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#include "../../multiplayer/MultiPlayerLocalPlayer.h"
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#include "../../../../../../Minecraft.World/net/minecraft/world/entity/animal/net.minecraft.world.entity.animal.h"
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ResourceLocation SheepRenderer::SHEEP_LOCATION = ResourceLocation(TN_MOB_SHEEP);
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ResourceLocation SheepRenderer::SHEEP_FUR_LOCATION =
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ResourceLocation(TN_MOB_SHEEP_FUR);
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SheepRenderer::SheepRenderer(Model* model, Model* armor, float shadow)
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: MobRenderer(model, shadow) {
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setArmor(armor);
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}
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int SheepRenderer::prepareArmor(std::shared_ptr<LivingEntity> _sheep, int layer,
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float a) {
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// 4J - dynamic cast required because we aren't using templates/generics in
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// our version
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std::shared_ptr<Sheep> sheep = std::dynamic_pointer_cast<Sheep>(_sheep);
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if (layer == 0 && !sheep->isSheared() &&
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!sheep->isInvisibleTo(
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Minecraft::GetInstance()
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->player)) // 4J-JEV: Todo, merge with java fix (for invisible
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// sheep armour) in '1.7.5'.
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{
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MemSect(31);
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bindTexture(&SHEEP_FUR_LOCATION);
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MemSect(0);
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if (sheep->hasCustomName() &&
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sheep->getCustomName().compare(L"jeb_") == 0) {
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// easter egg...
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int colorDuration = 25;
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int value = (sheep->tickCount / colorDuration) + sheep->entityId;
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int c1 = value % Sheep::COLOR_LENGTH;
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int c2 = (value + 1) % Sheep::COLOR_LENGTH;
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float subStep =
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((sheep->tickCount % colorDuration) + a) / (float)colorDuration;
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glColor3f(Sheep::COLOR[c1][0] * (1.0f - subStep) +
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Sheep::COLOR[c2][0] * subStep,
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Sheep::COLOR[c1][1] * (1.0f - subStep) +
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Sheep::COLOR[c2][1] * subStep,
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Sheep::COLOR[c1][2] * (1.0f - subStep) +
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Sheep::COLOR[c2][2] * subStep);
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} else {
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int color = sheep->getColor();
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glColor3f(Sheep::COLOR[color][0], Sheep::COLOR[color][1],
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Sheep::COLOR[color][2]);
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}
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// 4J - change brought forward from 1.8.2
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float brightness =
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SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
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int color = sheep->getColor();
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glColor3f(brightness * Sheep::COLOR[color][0],
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brightness * Sheep::COLOR[color][1],
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brightness * Sheep::COLOR[color][2]);
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return 1;
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}
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return -1;
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}
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void SheepRenderer::render(std::shared_ptr<Entity> mob, double x, double y,
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double z, float rot, float a) {
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MobRenderer::render(mob, x, y, z, rot, a);
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}
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ResourceLocation* SheepRenderer::getTextureLocation(
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std::shared_ptr<Entity> mob) {
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return &SHEEP_LOCATION;
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}
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