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https://github.com/GabsPuNs/Project-Zenith-Main.git
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@@ -876,13 +876,15 @@ void GameRenderer::updateLightTexture(float a)
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const __m256 v255 = _mm256_set1_ps(255.0f);
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#endif
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// 4J-JEV: Now doing light textures on PER PLAYER basis.
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// 4J - we *had* added separate light textures for all dimensions, and this loop to update them all here
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for (int j = 0; j < XUSER_MAX_COUNT; j++)
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{
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shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
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if (player == nullptr)
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continue;
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Level *level = player->level;
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Level *level = player->level; // 4J - was mc->level when it was just to update the one light texture
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const float skyDarken1 = level->getSkyDarken(1.0f);
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const float skyWeight = skyDarken1 * 0.65f + 0.35f;
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@@ -11,9 +11,7 @@ ResourceLocation HorseRenderer::HORSE_SKELETON_LOCATION = ResourceLocation(TN_MO
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std::map<wstring, ResourceLocation *> HorseRenderer::LAYERED_LOCATION_CACHE;
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HorseRenderer::HorseRenderer(Model *model, float f) : MobRenderer(model, f)
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{
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}
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HorseRenderer::HorseRenderer(Model *model, float f) : MobRenderer(model, f) {}
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void HorseRenderer::adjustHeight(shared_ptr<PathfinderMob> mob, float FHeight)
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{
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@@ -26,13 +24,10 @@ void HorseRenderer::scale(shared_ptr<LivingEntity> entityliving, float f)
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int type = dynamic_pointer_cast<EntityHorse>(entityliving)->getType();
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if (type == EntityHorse::TYPE_DONKEY)
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{
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sizeFactor *= 0.87F;
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}
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else if (type == EntityHorse::TYPE_MULE)
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{
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sizeFactor *= 0.92F;
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}
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glScalef(sizeFactor, sizeFactor, sizeFactor);
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MobRenderer::scale(entityliving, f);
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}
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@@ -40,15 +35,14 @@ void HorseRenderer::scale(shared_ptr<LivingEntity> entityliving, float f)
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void HorseRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
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{
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if (mob->isInvisible())
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{
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model->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
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}
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else
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{
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EntityRenderer::bindTexture(mob);
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model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
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// Ensure that any extra layers of texturing are disabled after rendering this horse
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RenderManager.TextureBind(-1);
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//RenderManager.TextureBind(1, -1);
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}
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}
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@@ -60,9 +54,7 @@ void HorseRenderer::bindTexture(ResourceLocation *location)
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entityRenderDispatcher->textures->bindTextureLayers(location);
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}
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else
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{
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EntityRenderer::bindTexture(location);
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}
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}
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ResourceLocation *HorseRenderer::getTextureLocation(shared_ptr<Entity> entity)
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@@ -93,9 +85,7 @@ ResourceLocation *HorseRenderer::getOrCreateLayeredTextureLocation(shared_ptr<En
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ResourceLocation *location;
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if (it != LAYERED_LOCATION_CACHE.end())
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{
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location = it->second;
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}
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else
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{
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LAYERED_LOCATION_CACHE[textureName] = new ResourceLocation(horse->getLayeredTextureLayers());
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@@ -530,6 +530,18 @@ void Textures::bindTextureLayers(ResourceLocation *resource)
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RenderManager.TextureBind(id);
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}
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/*
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void Textures::bindTextureLayers(ResourceLocation *resource)
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{
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assert(resource->isPreloaded());
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int layers = resource->getTextureCount();
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for( int i = 0; i < layers; i++ )
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RenderManager.TextureBind(i, loadTexture(resource->getTexture(i)));
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}
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*/
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void Textures::bind(int id)
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{
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//if (id != lastBoundId)
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@@ -169,6 +169,7 @@ public:
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// Textures
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int slot, int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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