Files
Langtanium-MinecraftConsoles/Minecraft.Client/PlayerRenderer.cpp
Langtanium 3888de7ab4 Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
2026-04-02 17:07:48 -07:00

662 lines
22 KiB
C++

#include "stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidMobRenderer.h"
#include "HumanoidModel.h"
#include "ModelPart.h"
#include "LocalPlayer.h"
#include "MultiPlayerLocalPlayer.h"
#include "entityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\StringHelpers.h"
static unsigned int nametagColorForIndex(int index)
{
static const unsigned int s_firstColors[] = {
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
0xffcc3333, // RED
0xff3333cc, // BLUE
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc // TURQUOISE
};
#ifndef __PSVITA__
if (index >= 0 && index < 8) // Use original colors for the first 8 players
return s_firstColors[index];
if (index >= 8 && index < MINECRAFT_NET_MAX_PLAYERS)
{
float h = (float)((index * 137) % 360) / 60.f;
int i = (int)h;
float f = h - i;
float q = 1.f - f;
float t = 1.f - (1.f - f);
float r = 0.f, g = 0.f, b = 0.f;
switch (i % 6)
{
case 0: r = 1.f; g = t; b = 0.f; break;
case 1: r = q; g = 1.f; b = 0.f; break;
case 2: r = 0.f; g = 1.f; b = t; break;
case 3: r = 0.f; g = q; b = 1.f; break;
case 4: r = t; g = 0.f; b = 1.f; break;
default: r = 1.f; g = 0.f; b = q; break;
}
int ri = (int)(r * 255.f) & 0xff, gi = (int)(g * 255.f) & 0xff, bi = (int)(b * 255.f) & 0xff;
return 0xff000000u | (ri << 16) | (gi << 8) | bi;
}
#endif
return 0xFF000000; //Fallback if exceeds 256 somehow
}
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true, true )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f, true);
armorParts2 = new HumanoidModel(0.5f, true);
}
unsigned int PlayerRenderer::getNametagColour(int index)
{
if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
return nametagColorForIndex(index);
return 0xFF000000;
}
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
{
return -1;
}
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
armor->head->visible = layer == 0;
armor->hair->visible = layer == 0;
armor->body->visible = layer == 1 || layer == 2;
armor->arm0->visible = layer == 1;
armor->arm1->visible = layer == 1;
armor->leg0->visible = layer == 2 || layer == 3;
armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
float blue = static_cast<float>(color & 0xFF) / 0xFF;
glColor3f(brightness * red, brightness * green, brightness * blue);
if (itemInstance->isEnchanted()) return 0x1f;
return 0x10;
}
else
{
glColor3f(brightness, brightness, brightness);
}
if (itemInstance->isEnchanted()) return 0xf;
return 1;
}
}
return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
if (itemInstance != nullptr)
{
Item *item = itemInstance->getItem();
if (dynamic_cast<ArmorItem *>(item))
{
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem *>(item), layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
glColor3f(brightness, brightness, brightness);
}
}
}
void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
if (_mob == nullptr)
{
return;
}
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
if (humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
{
if (mob->getUseItemDuration() > 0)
{
UseAnim anim = item->getUseAnimation();
if (anim == UseAnim_block)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
}
else if (anim == UseAnim_bow)
{
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
}
}
}
// 4J added, for 3rd person view of eating
if( item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
{
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float t = (mob->getUseItemDuration() - a + 1);
float swing = 1 - (t / item->getUseDuration());
armorParts1->eating = armorParts2->eating = resModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
}
else
{
armorParts1->eating = armorParts2->eating = resModel->eating = false;
}
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER))
{
yp -= 2 / 16.0f;
}
// Check if an idle animation is needed
if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
{
if(mob->isIdle())
{
resModel->idle=true;
armorParts1->idle=true;
armorParts2->idle=true;
}
else
{
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
}
else
{
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
// 4J-PB - any additional parts to turn on for this player (skin dependent)
vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
//turn them on
if(pAdditionalModelParts!=nullptr)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
{
pModelPart->visible=true;
}
}
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again
if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
{
pModelPart->visible=false;
}
}
vector<SKIN_OFFSET*>* modelOffsets = Minecraft::GetInstance()->player->GetModelOffsets();
if (modelOffsets)
{
std::unordered_set<SKIN_OFFSET*> modelOffsetSet(modelOffsets->begin(), modelOffsets->end());
for( auto& offset : modelOffsetSet )
{
switch (offset->ePart)
{
case eBodyOffset_Head:
if (offset->fD == L'Y')
resModel->head->y += offset->fO;
break;
case eBodyOffset_Body:
if (offset->fD == L'Y')
resModel->body->y += offset->fO;
break;
}
}
}
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
glColor3f(brightness, brightness, brightness);
LivingEntityRenderer::additionalRendering(_mob,a);
LivingEntityRenderer::renderArrows(_mob, a);
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
{
// don't render the pumpkin for the skins
unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
{
glPushMatrix();
resModel->head->translateTo(1 / 16.0f);
if(headGear->getItem()->id < 256)
{
if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
{
float s = 10 / 16.0f;
glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
glRotatef(90, 0, 1, 0);
glScalef(s, -s, s);
}
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
}
else if (headGear->getItem()->id == Item::skull_Id)
{
float s = 17 / 16.0f;
glScalef(s, -s, -s);
wstring extra = L"";
if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
{
extra = headGear->getTag()->getString(L"SkullOwner");
}
SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
}
glPopMatrix();
}
}
// need to add a custom texture for deadmau5
if (mob != nullptr && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
{
for (int i = 0; i < 2; i++)
{
float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
glPushMatrix();
glRotatef(yr, 0, 1, 0);
glRotatef(xr, 1, 0, 0);
glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
glTranslatef(0, -6 / 16.0f, 0);
glRotatef(-xr, 1, 0, 0);
glRotatef(-yr, 0, 1, 0);
float s = 8 / 6.0f;
glScalef(s, s, s);
resModel->renderEars(1 / 16.0f,true);
glPopMatrix();
}
}
// 4J: removed
/*boolean loaded = mob->getCloakTexture()->isLoaded();
boolean b1 = !mob->isInvisible();
boolean b2 = !mob->isCapeHidden();*/
if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible())
{
glPushMatrix();
glTranslatef(0, 0, 2 / 16.0f);
double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
double xa = Mth::sin(yr * PI / 180);
double za = -Mth::cos(yr * PI / 180);
float flap = static_cast<float>(yd) * 10;
if (flap < -6) flap = -6;
if (flap > 32) flap = 32;
float lean = static_cast<float>(xd * xa + zd * za) * 100;
float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
if (lean < 0) lean = 0;
float pow = mob->oBob + (mob->bob - mob->oBob) * a;
flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
if (mob->isSneaking())
{
flap += 25;
}
// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
float xRot = 6.0f + lean / 2 + flap;
if(xRot > 64.0f) xRot = 64.0f;
glRotatef(xRot, 1, 0, 0);
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
humanoidModel->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != nullptr)
{
glPushMatrix();
resModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
{
item = std::make_shared<ItemInstance>(Item::stick);
}
UseAnim anim = UseAnim_none;//null;
if (mob->getUseItemDuration() > 0)
{
anim = item->getUseAnimation();
}
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
{
float s = 8 / 16.0f;
glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
s *= 0.75f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(-s, -s, s);
}
else if (item->id == Item::bow->id)
{
float s = 10 / 16.0f;
glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
glRotatef(-20, 0, 1, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else if (Item::items[item->id]->isHandEquipped())
{
float s = 10 / 16.0f;
if (Item::items[item->id]->isMirroredArt())
{
glRotatef(180, 0, 0, 1);
glTranslatef(0, -2 / 16.0f, 0);
}
if (mob->getUseItemDuration() > 0)
{
if (anim == UseAnim_block)
{
glTranslatef(0.05f, 0, -0.1f);
glRotatef(-50, 0, 1, 0);
glRotatef(-10, 1, 0, 0);
glRotatef(-60, 0, 0, 1);
}
}
glTranslatef(0, 3 / 16.0f, 0);
glScalef(s, -s, s);
glRotatef(-100, 1, 0, 0);
glRotatef(45, 0, 1, 0);
}
else
{
float s = 6 / 16.0f;
glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
glScalef(s, s, s);
glRotatef(60, 0, 0, 1);
glRotatef(-90, 1, 0, 0);
glRotatef(20, 0, 0, 1);
}
if (item->getItem()->hasMultipleSpriteLayers())
{
for (int layer = 0; layer <= 1; layer++)
{
int col = item->getItem()->getColor(item,layer);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1);
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false);
}
}
else
{
int col = item->getItem()->getColor(item, 0);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1);
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
}
glPopMatrix();
}
}
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist)
{
#if 0
if (dist < 10 * 10)
{
Scoreboard *scoreboard = player->getScoreboard();
Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != nullptr)
{
Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
if (player->isSleeping())
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64);
}
else
{
renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64);
}
y += getFont()->lineHeight * 1.15f * scale;
}
}
#endif
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
}
void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
{
float s = 15 / 16.0f;
glScalef(s, s, s);
}
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel *resModel;
if (player != nullptr && humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (player != nullptr && humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
float brightness = 1;
glColor3f(brightness, brightness, brightness);
resModel->m_uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = resModel->eating = resModel->idle = false;
resModel->attackTime = 0;
resModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
resModel->arm0->render(1 / 16.0f,true);
// Does this skin have its sleeve0 disabled?
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderSleeve0))==0&&resModel->sleeve0!=nullptr)
resModel->sleeve0->render(1 / 16.0f,true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
vector<ModelPart*> armchildren = resModel->arm0->children;
for (const auto& x : armchildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin - Botch
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
//Render custom skin boxes on viewmodel for sleeve0
if (resModel->sleeve0!=nullptr)
{
vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
for (const auto& x : sleevechildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin
{
glPushMatrix();
//We need to transform to match offset of arm/sleeve
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
}
else
{
if(mob->isRiding() && (mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SmallModel))!=0)
{
y += 0.5f;
}
LivingEntityRenderer::setupPosition(mob, x, y, z);
}
}
void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping())
{
glRotatef(mob->getSleepRotation(), 0, 1, 0);
glRotatef(getFlipDegrees(mob), 0, 0, 1);
glRotatef(270, 0, 1, 0);
}
else
{
LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
}
}
// 4J Added override to stop rendering shadow if player is invisible
void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if(player != nullptr && player->hasInvisiblePrivilege()) return;
}
EntityRenderer::renderShadow(e,x,y,z,pow,a);
}
// 4J Added override
void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
bindTexture(player->customTextureUrl, player->getTexture());
}
ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}