commitb40530fa5eAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:59:46 2026 -0700 Implemented skin offsets in UI Added code to render skin offsets in the skin select UI. commita8384d9840Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 19:38:08 2026 -0700 Partially implemented offsets Added code that visually shifts the player's model parts, but only in game not in the skin select UI. commit875100cf9aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Wed Apr 15 16:48:03 2026 -0700 Minor change Simplified redundant conditions in HumanoidModel.cpp commit96f683d1fbMerge:db685a7424c74aa2Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 16:37:30 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commitdb685a74f3Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 14 15:35:38 2026 -0700 Fixed skin offset data Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them). commitaa769d54adAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Sat Apr 11 19:36:52 2026 -0700 Fixed crashes Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data. commitf18ac12cc0Merge:8e76763afd2fd659Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 10 16:06:57 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commit8e76763a3dAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 16:50:43 2026 -0700 Made more changes Made more changes in files to support skin offsets. The game still crashes when trying to load skins. commit1a8f353297Merge:a1d9ae59bb5fa506Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Tue Apr 7 13:12:39 2026 -0700 Merge branch 'feat/64x64-skins' into feat/skin-offsets commita1d9ae591aAuthor: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Fri Apr 3 21:50:42 2026 -0700 Added small additions Added more code referencing skin offsets. Still doesn't work correctly. commitd28a751d9cMerge:3888de7a8bf03435Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:09:08 2026 -0700 Merge branch 'smartcmd:main' into feat/skin-offsets commit3888de7ab4Author: Langtanium <94726057+Langtanium@users.noreply.github.com> Date: Thu Apr 2 17:07:48 2026 -0700 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.
659 lines
22 KiB
C++
659 lines
22 KiB
C++
#include "stdafx.h"
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#include "PlayerRenderer.h"
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#include "SkullTileRenderer.h"
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#include "HumanoidMobRenderer.h"
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#include "HumanoidModel.h"
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#include "ModelPart.h"
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#include "LocalPlayer.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "entityRenderDispatcher.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.h"
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#include "..\Minecraft.World\StringHelpers.h"
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static unsigned int nametagColorForIndex(int index)
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{
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static const unsigned int s_firstColors[] = {
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0xff000000, // WHITE (represents the "white" player, but using black as the colour)
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0xff33cc33, // GREEN
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0xffcc3333, // RED
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0xff3333cc, // BLUE
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0xffcc33cc, // PINK
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0xffcc6633, // ORANGE
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0xffcccc33, // YELLOW
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0xff33dccc // TURQUOISE
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};
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#ifndef __PSVITA__
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if (index >= 0 && index < 8) // Use original colors for the first 8 players
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return s_firstColors[index];
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if (index >= 8 && index < MINECRAFT_NET_MAX_PLAYERS)
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{
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float h = (float)((index * 137) % 360) / 60.f;
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int i = (int)h;
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float f = h - i;
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float q = 1.f - f;
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float t = 1.f - (1.f - f);
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float r = 0.f, g = 0.f, b = 0.f;
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switch (i % 6)
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{
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case 0: r = 1.f; g = t; b = 0.f; break;
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case 1: r = q; g = 1.f; b = 0.f; break;
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case 2: r = 0.f; g = 1.f; b = t; break;
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case 3: r = 0.f; g = q; b = 1.f; break;
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case 4: r = t; g = 0.f; b = 1.f; break;
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default: r = 1.f; g = 0.f; b = q; break;
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}
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int ri = (int)(r * 255.f) & 0xff, gi = (int)(g * 255.f) & 0xff, bi = (int)(b * 255.f) & 0xff;
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return 0xff000000u | (ri << 16) | (gi << 8) | bi;
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}
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#endif
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return 0xFF000000; //Fallback if exceeds 256 somehow
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}
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ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
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PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
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{
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humanoidModel = static_cast<HumanoidModel *>(model);
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humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
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humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
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armorParts1 = new HumanoidModel(1.0f, true);
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armorParts2 = new HumanoidModel(0.5f, true);
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}
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unsigned int PlayerRenderer::getNametagColour(int index)
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{
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if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
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return nametagColorForIndex(index);
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return 0xFF000000;
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}
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int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, 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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shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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// 4J-PB - need to disable rendering armour for some special skins (Daleks)
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unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
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if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
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{
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return -1;
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}
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shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
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if (itemInstance != nullptr)
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{
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Item *item = itemInstance->getItem();
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if (dynamic_cast<ArmorItem *>(item))
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{
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
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armor->head->visible = layer == 0;
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armor->hair->visible = layer == 0;
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armor->body->visible = layer == 1 || layer == 2;
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armor->arm0->visible = layer == 1;
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armor->arm1->visible = layer == 1;
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armor->leg0->visible = layer == 2 || layer == 3;
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armor->leg1->visible = layer == 2 || layer == 3;
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setArmor(armor);
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if (armor != nullptr) armor->attackTime = model->attackTime;
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if (armor != nullptr) armor->riding = model->riding;
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if (armor != nullptr) armor->young = model->young;
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
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if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
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{
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int color = armorItem->getColor(itemInstance);
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float red = static_cast<float>((color >> 16) & 0xFF) / 0xFF;
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float green = static_cast<float>((color >> 8) & 0xFF) / 0xFF;
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float blue = static_cast<float>(color & 0xFF) / 0xFF;
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glColor3f(brightness * red, brightness * green, brightness * blue);
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if (itemInstance->isEnchanted()) return 0x1f;
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return 0x10;
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}
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else
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{
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glColor3f(brightness, brightness, brightness);
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}
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if (itemInstance->isEnchanted()) return 0xf;
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return 1;
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}
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}
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return -1;
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}
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void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, 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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shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
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shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
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if (itemInstance != nullptr)
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{
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Item *item = itemInstance->getItem();
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if (dynamic_cast<ArmorItem *>(item))
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{
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ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
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bindTexture(HumanoidMobRenderer::getArmorLocation(static_cast<ArmorItem *>(item), layer, true));
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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}
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}
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}
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void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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if (_mob == nullptr)
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{
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return;
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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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shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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HumanoidModel *resModel;
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if(mob == nullptr) return;
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if(mob->hasInvisiblePrivilege()) return;
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if (humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
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else if (humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
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else resModel = humanoidModel;
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shared_ptr<ItemInstance> item = mob->inventory->getSelected();
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
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if (item != nullptr)
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{
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if (mob->getUseItemDuration() > 0)
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{
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UseAnim anim = item->getUseAnimation();
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if (anim == UseAnim_block)
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{
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
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}
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else if (anim == UseAnim_bow)
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{
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armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
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}
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}
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}
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// 4J added, for 3rd person view of eating
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if( item != nullptr && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
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{
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// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
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float t = (mob->getUseItemDuration() - a + 1);
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float swing = 1 - (t / item->getUseDuration());
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armorParts1->eating = armorParts2->eating = resModel->eating = true;
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armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
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armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
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}
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else
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{
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armorParts1->eating = armorParts2->eating = resModel->eating = false;
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}
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armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = mob->isSneaking();
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double yp = y - mob->heightOffset;
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if (mob->isSneaking())
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{
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yp -= 2 / 16.0f;
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}
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if (mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_SmallModel))
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{
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if (mob->isRiding())
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{
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std::shared_ptr<Entity> ridingEntity = mob->riding;
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if (ridingEntity != nullptr) // Safety check;
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{
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if (ridingEntity->instanceof(eTYPE_BOAT))
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{
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yp += 0.25f; // reverts the change in Boat.cpp for smaller models.
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}
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}
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}
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}
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// Check if an idle animation is needed
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if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
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{
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if(mob->isIdle())
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{
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resModel->idle=true;
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armorParts1->idle=true;
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armorParts2->idle=true;
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}
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else
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{
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resModel->idle=false;
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armorParts1->idle=false;
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armorParts2->idle=false;
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}
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}
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else
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{
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resModel->idle=false;
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armorParts1->idle=false;
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armorParts2->idle=false;
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}
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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//turn them on
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if(pAdditionalModelParts!=nullptr)
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{
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for(ModelPart *pModelPart : *pAdditionalModelParts)
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{
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shared_ptr<ItemInstance> itemInstance = mob->inventory->getArmor(3);
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if (itemInstance == nullptr || !pModelPart->hideWithHelmet)
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pModelPart->visible=true;
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}
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}
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LivingEntityRenderer::render(mob, x, yp, z, rot, a);
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// turn them off again
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if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
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{
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for(ModelPart *pModelPart : *pAdditionalModelParts)
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{
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pModelPart->visible=false;
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}
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}
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armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
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armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
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armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
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}
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void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
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{
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
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glColor3f(brightness, brightness, brightness);
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LivingEntityRenderer::additionalRendering(_mob,a);
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LivingEntityRenderer::renderArrows(_mob, a);
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
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HumanoidModel *resModel;
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if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
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else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
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else resModel = humanoidModel;
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shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
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if (headGear != nullptr)
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{
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// don't render the pumpkin for the skins
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unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
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if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
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{
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glPushMatrix();
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resModel->head->translateTo(1 / 16.0f);
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if(headGear->getItem()->id < 256)
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{
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if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
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{
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float s = 10 / 16.0f;
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glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
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glRotatef(90, 0, 1, 0);
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glScalef(s, -s, s);
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}
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entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
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}
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else if (headGear->getItem()->id == Item::skull_Id)
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{
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float s = 17 / 16.0f;
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glScalef(s, -s, -s);
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wstring extra = L"";
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if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
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{
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extra = headGear->getTag()->getString(L"SkullOwner");
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}
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SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
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}
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glPopMatrix();
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}
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}
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// need to add a custom texture for deadmau5
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if (mob != nullptr && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
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{
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for (int i = 0; i < 2; i++)
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{
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float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
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glPushMatrix();
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glRotatef(yr, 0, 1, 0);
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glRotatef(xr, 1, 0, 0);
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glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
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glTranslatef(0, -6 / 16.0f, 0);
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glRotatef(-xr, 1, 0, 0);
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glRotatef(-yr, 0, 1, 0);
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float s = 8 / 6.0f;
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glScalef(s, s, s);
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resModel->renderEars(1 / 16.0f,true);
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glPopMatrix();
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}
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}
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// 4J: removed
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/*boolean loaded = mob->getCloakTexture()->isLoaded();
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boolean b1 = !mob->isInvisible();
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boolean b2 = !mob->isCapeHidden();*/
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if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible())
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{
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
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double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
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double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
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float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = Mth::sin(yr * PI / 180);
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double za = -Mth::cos(yr * PI / 180);
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float flap = static_cast<float>(yd) * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = static_cast<float>(xd * xa + zd * za) * 100;
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float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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float pow = mob->oBob + (mob->bob - mob->oBob) * a;
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flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
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if (mob->isSneaking())
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{
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flap += 25;
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}
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// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
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float xRot = 6.0f + lean / 2 + flap;
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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 = 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()));
|
|
} |