Files
neoStudiosLCE-neoLegacy/Minecraft.Client/CustomHeadLayer.cpp
SevenToaster509 251c00ecd0 fix: skulls
reimplement player skull rendering to be on armor layer
make skull height for armor stands be accurate to tu31 (matched via xenia)
2026-04-18 14:35:13 +01:00

103 lines
2.8 KiB
C++

#include "stdafx.h"
#include "CustomHeadLayer.h"
#include "LivingEntityRenderer.h"
#include "ModelPart.h"
#include "SkullTileRenderer.h"
#include "TileRenderer.h"
#include "EntityRenderDispatcher.h"
#include "Minecraft.h"
#include "../Minecraft.World/ItemInstance.h"
#include "../Minecraft.World/Item.h"
#include "../Minecraft.World/Tile.h"
#include "../Minecraft.World/SkullItem.h"
#include "../Minecraft.World/SkullTileEntity.h"
#include "../Minecraft.World/LivingEntity.h"
#include "../Minecraft.World/Facing.h"
CustomHeadLayer::CustomHeadLayer(ModelPart* headPart, LivingEntityRenderer* parentRenderer)
: headPart(headPart), parentRenderer(parentRenderer)
{
}
int CustomHeadLayer::colorsOnDamage()
{
return 1;
}
void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRot, float headRotX,
float scale, bool useCompiled)
{
shared_ptr<ItemInstance> helmet = mob->getArmor(3);
if (!helmet) return;
Item* item = helmet->getItem();
if (!item) return;
if (mob->instanceof(eTYPE_PLAYER))
{
_SkinAdjustments adj;
mob->getSkinAdjustments(&adj);
if ((adj.data[0] & 0x100) != 0) return;
}
bool isBaby = mob->isBaby();
// FIX: Riconosciamo correttamente lo SkullItem invece dell'ID del Blocco
bool isSkull = (dynamic_cast<SkullItem*>(item) != nullptr);
glPushMatrix();
if (isBaby)
glTranslatef(0.0f, 0.2f, 0.0f);
headPart->translateTo(0.0625f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (isSkull)
{
glScalef(1.1875f, -1.1875f, -1.1875f);
if (isBaby)
glTranslatef(0.0f, 0.0625f, 0.0f);
if (SkullTileRenderer::instance)
{
int skullType = helmet->getAuxValue() & 0xF;
wstring extra = L"";
if (helmet->hasTag() && helmet->getTag()->contains(L"SkullOwner"))
extra = helmet->getTag()->getString(L"SkullOwner");
SkullTileRenderer::instance->renderSkull(
//Skull on armor stand is slightly lowered
-0.5f, -0.05f, -0.5f,
Facing::UP,
180.0f,
skullType,
extra
);
}
}
else if (item->id < 256)
{
glTranslatef(0.0f, -0.25f, 0.0f);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
glScalef(0.625f, -0.625f, -0.625f);
if (isBaby)
glTranslatef(0.0f, 0.1875f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
Minecraft* mc = Minecraft::GetInstance();
if (mc)
{
auto* iihr = mc->getItemInHandRenderer();
if (iihr)
iihr->renderItem(mob, helmet, 0, true);
}
}
glPopMatrix();
}