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chore: format Minecraft.Client
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@@ -4,21 +4,20 @@
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#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.item.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
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TntRenderer::TntRenderer()
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{
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tileRenderer = new TileRenderer();
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this->shadowRadius = 0.5f;
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TntRenderer::TntRenderer() {
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tileRenderer = new TileRenderer();
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this->shadowRadius = 0.5f;
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}
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void TntRenderer::render(std::shared_ptr<Entity> _tnt, double x, double y, double z, float rot, 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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std::shared_ptr<PrimedTnt> tnt = std::dynamic_pointer_cast<PrimedTnt>(_tnt);
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void TntRenderer::render(std::shared_ptr<Entity> _tnt, double x, double y,
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double z, float rot, 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<PrimedTnt> tnt = std::dynamic_pointer_cast<PrimedTnt>(_tnt);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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if (tnt->life - a + 1 < 10)
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{
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glPushMatrix();
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glTranslatef((float)x, (float)y, (float)z);
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if (tnt->life - a + 1 < 10) {
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float g = 1 - ((tnt->life - a + 1) / 10.0f);
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if (g < 0) g = 0;
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if (g > 1) g = 1;
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@@ -29,20 +28,22 @@ void TntRenderer::render(std::shared_ptr<Entity> _tnt, double x, double y, doubl
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}
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float br = (1 - ((tnt->life - a + 1) / 100.0f)) * 0.8f;
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bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
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// 4J - change brought forward from 1.8.2
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : tnt->getBrightness(a);
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bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
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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 : tnt->getBrightness(a);
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tileRenderer->renderTile(Tile::tnt, 0, brightness);
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if (tnt->life / 5 % 2 == 0)
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{
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if (tnt->life / 5 % 2 == 0) {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
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glColor4f(1, 1, 1, br);
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tileRenderer->setColor = false; // 4J added so that renderTile doesn't set its own colour here
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tileRenderer->setColor = false; // 4J added so that renderTile doesn't
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// set its own colour here
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tileRenderer->renderTile(Tile::tnt, 0, 1);
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tileRenderer->setColor = true; // 4J added so that renderTile doesn't set its own colour here
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tileRenderer->setColor = true; // 4J added so that renderTile doesn't
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// set its own colour here
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glColor4f(1, 1, 1, 1);
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glDisable(GL_BLEND);
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glEnable(GL_LIGHTING);
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