chore: format Minecraft.Client

This commit is contained in:
Tropical
2026-03-13 17:10:10 -05:00
parent 33d0737d1d
commit e8424f2000
531 changed files with 67709 additions and 62690 deletions

View File

@@ -3,29 +3,34 @@
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.projectile.h"
#include "../../../Minecraft.World/Util/Mth.h"
void ArrowRenderer::render(std::shared_ptr<Entity> _arrow, double x, double y, double z, float rot, float a)
{
// 4J - original version used generics and thus had an input parameter of type Arrow rather than std::shared_ptr<Entity> we have here -
// do some casting around instead
std::shared_ptr<Arrow> arrow = std::dynamic_pointer_cast<Arrow>(_arrow);
bindTexture(TN_ITEM_ARROWS); // 4J - was L"/item/arrows.png"
void ArrowRenderer::render(std::shared_ptr<Entity> _arrow, double x, double y,
double z, float rot, float a) {
// 4J - original version used generics and thus had an input parameter of
// type Arrow rather than std::shared_ptr<Entity> we have here - do some
// casting around instead
std::shared_ptr<Arrow> arrow = std::dynamic_pointer_cast<Arrow>(_arrow);
bindTexture(TN_ITEM_ARROWS); // 4J - was L"/item/arrows.png"
glPushMatrix();
float yRot = arrow->yRot;
float xRot = arrow->xRot;
float yRotO = arrow->yRotO;
float xRotO = arrow->xRotO;
if( ( yRot - yRotO ) > 180.0f ) yRot -= 360.0f;
else if( ( yRot - yRotO ) < -180.0f ) yRot += 360.0f;
if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f;
else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
float yRot = arrow->yRot;
float xRot = arrow->xRot;
float yRotO = arrow->yRotO;
float xRotO = arrow->xRotO;
if ((yRot - yRotO) > 180.0f)
yRot -= 360.0f;
else if ((yRot - yRotO) < -180.0f)
yRot += 360.0f;
if ((xRot - xRotO) > 180.0f)
xRot -= 360.0f;
else if ((xRot - xRotO) < -180.0f)
xRot += 360.0f;
glTranslatef((float)x, (float)y, (float)z);
glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0);
glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
Tesselator *t = Tesselator::getInstance();
Tesselator* t = Tesselator::getInstance();
int type = 0;
float u0 = 0 / 32.0f;
@@ -39,10 +44,9 @@ void ArrowRenderer::render(std::shared_ptr<Entity> _arrow, double x, double y, d
float v12 = (10 + type * 10) / 32.0f;
float ss = 0.9f / 16.0f;
glEnable(GL_RESCALE_NORMAL);
float shake = arrow->shakeTime-a;
if (shake>0)
{
float pow = -Mth::sin(shake*3)*shake;
float shake = arrow->shakeTime - a;
if (shake > 0) {
float pow = -Mth::sin(shake * 3) * shake;
glRotatef(pow, 0, 0, 1);
}
glRotatef(45, 1, 0, 0);
@@ -50,35 +54,46 @@ void ArrowRenderer::render(std::shared_ptr<Entity> _arrow, double x, double y, d
glTranslatef(-4, 0, 0);
// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(1,0,0);
t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02));
t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02));
t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12));
t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12));
t->normal(1, 0, 0);
t->vertexUV((float)(-7), (float)(-2), (float)(-2), (float)(u02),
(float)(v02));
t->vertexUV((float)(-7), (float)(-2), (float)(+2), (float)(u12),
(float)(v02));
t->vertexUV((float)(-7), (float)(+2), (float)(+2), (float)(u12),
(float)(v12));
t->vertexUV((float)(-7), (float)(+2), (float)(-2), (float)(u02),
(float)(v12));
t->end();
// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(-1,0,0);
t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02));
t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02));
t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12));
t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12));
t->normal(-1, 0, 0);
t->vertexUV((float)(-7), (float)(+2), (float)(-2), (float)(u02),
(float)(v02));
t->vertexUV((float)(-7), (float)(+2), (float)(+2), (float)(u12),
(float)(v02));
t->vertexUV((float)(-7), (float)(-2), (float)(+2), (float)(u12),
(float)(v12));
t->vertexUV((float)(-7), (float)(-2), (float)(-2), (float)(u02),
(float)(v12));
t->end();
for (int i = 0; i < 4; i++)
{
for (int i = 0; i < 4; i++) {
glRotatef(90, 1, 0, 0);
// glNormal3f(0, 0, ss); // 4J - changed to use tesselator
// glNormal3f(0, 0, ss); // 4J - changed to use
// tesselator
t->begin();
t->normal(0,0,1);
t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1));
t->normal(0, 0, 1);
t->vertexUV((float)(-8), (float)(-2), (float)(0), (float)(u0),
(float)(v0));
t->vertexUV((float)(+8), (float)(-2), (float)(0), (float)(u1),
(float)(v0));
t->vertexUV((float)(+8), (float)(+2), (float)(0), (float)(u1),
(float)(v1));
t->vertexUV((float)(-8), (float)(+2), (float)(0), (float)(u0),
(float)(v1));
t->end();
}
glDisable(GL_RESCALE_NORMAL);