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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
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refactor: unglob std::shared_ptr
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@@ -78,7 +78,7 @@ bool EntityRenderer::bindTexture(const wstring& urlTexture, const wstring& backu
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}
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}
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void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
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void EntityRenderer::renderFlame(std::shared_ptr<Entity> e, double x, double y, double z, float a)
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{
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glDisable(GL_LIGHTING);
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@@ -146,7 +146,7 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl
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glEnable(GL_LIGHTING);
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}
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void EntityRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
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void EntityRenderer::renderShadow(std::shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
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{
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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@@ -160,17 +160,17 @@ void EntityRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, doub
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glDepthMask(false);
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float r = shadowRadius;
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shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e);
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std::shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e);
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bool isLocalPlayer = false;
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float fYLocalPlayerShadowOffset=0.0f;
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//if (dynamic_pointer_cast<Mob>(e) != NULL)
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if (mob != NULL)
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{
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//shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e);
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//std::shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(e);
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r *= mob->getSizeScale();
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shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(mob);
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std::shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(mob);
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if (animal != NULL)
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{
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if (animal->isBaby())
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@@ -383,7 +383,7 @@ void EntityRenderer::init(EntityRenderDispatcher *entityRenderDispatcher)
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this->entityRenderDispatcher = entityRenderDispatcher;
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}
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void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow)
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void EntityRenderer::postRender(std::shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow)
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{
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if( !entityRenderDispatcher->isGuiRender ) // 4J - added, don't render shadow in gui as it uses its own blending, and we have globally enabled blending for interface opacity
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{
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