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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-09-23 11:42:27 +00:00
rename minecraft folder to `targets
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#include <GL/gl.h>
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#include "FootstepParticle.h"
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#include "minecraft/client/renderer/Textures.h"
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#include "minecraft/client/renderer/Tesselator.h"
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#include "minecraft/util/Mth.h"
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#include "minecraft/client/resources/ResourceLocation.h"
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#include "4J.Render/4J_Render.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/client/particle/Particle.h"
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#include "minecraft/client/particle/ParticleEngine.h"
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ResourceLocation FootstepParticle::FOOTPRINT_LOCATION =
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ResourceLocation(TN_MISC_FOOTSTEP);
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FootstepParticle::FootstepParticle(Textures* textures, Level* level, double x,
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double y, double z)
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: Particle(level, x, y, z, 0, 0, 0) {
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// 4J added initialisers
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life = 0;
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lifeTime = 0;
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this->textures = textures;
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xd = yd = zd = 0;
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lifeTime = 200;
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}
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void FootstepParticle::render(Tesselator* t, float a, float xa, float ya,
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float za, float xa2, float za2) {
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float time = (life + a) / lifeTime;
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time = time * time;
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float alpha = 2 - time * 2;
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if (alpha > 1) alpha = 1;
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alpha = alpha * 0.2f;
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glDisable(GL_LIGHTING);
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float r = 2 / 16.0f;
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float xx = (float)(x - xOff);
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float yy = (float)(y - yOff);
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float zz = (float)(z - zOff);
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float br =
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level->getBrightness(std::floor(x), std::floor(y), std::floor(z));
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textures->bindTexture(&FOOTPRINT_LOCATION);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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t->begin();
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t->color(br, br, br, alpha);
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t->vertexUV((float)(xx - r), (float)(yy), (float)(zz + r), (float)(0),
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(float)(1));
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t->vertexUV((float)(xx + r), (float)(yy), (float)(zz + r), (float)(1),
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(float)(1));
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t->vertexUV((float)(xx + r), (float)(yy), (float)(zz - r), (float)(1),
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(float)(0));
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t->vertexUV((float)(xx - r), (float)(yy), (float)(zz - r), (float)(0),
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(float)(0));
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t->end();
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glDisable(GL_BLEND);
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glEnable(GL_LIGHTING);
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}
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void FootstepParticle::tick() {
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life++;
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if (life == lifeTime) remove();
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}
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int FootstepParticle::getParticleTexture() {
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return ParticleEngine::ENTITY_PARTICLE_TEXTURE;
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}
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