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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/PlayerRenderer.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/PlayerRenderer.cpp')
-rw-r--r--Minecraft.Client/PlayerRenderer.cpp585
1 files changed, 585 insertions, 0 deletions
diff --git a/Minecraft.Client/PlayerRenderer.cpp b/Minecraft.Client/PlayerRenderer.cpp
new file mode 100644
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--- /dev/null
+++ b/Minecraft.Client/PlayerRenderer.cpp
@@ -0,0 +1,585 @@
+#include "stdafx.h"
+#include "PlayerRenderer.h"
+#include "SkullTileRenderer.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"
+
+const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
+{
+ 0xff000000, // WHITE (represents the "white" player, but using black as the colour)
+ 0xff33cc33, // GREEN
+ 0xffcc3333, // RED
+ 0xff3333cc, // BLUE
+#ifndef __PSVITA__ // only 4 player on Vita
+ 0xffcc33cc, // PINK
+ 0xffcc6633, // ORANGE
+ 0xffcccc33, // YELLOW
+ 0xff33dccc, // TURQUOISE
+#endif
+};
+
+const wstring PlayerRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };
+
+PlayerRenderer::PlayerRenderer() : MobRenderer( new HumanoidModel(0), 0.5f )
+{
+ humanoidModel = (HumanoidModel *) model;
+
+ armorParts1 = new HumanoidModel(1.0f);
+ armorParts2 = new HumanoidModel(0.5f);
+}
+
+unsigned int PlayerRenderer::getNametagColour(int index)
+{
+ if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
+ {
+ return s_nametagColors[index];
+ }
+ return 0xFF000000;
+}
+
+int PlayerRenderer::prepareArmor(shared_ptr<Mob> _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 != NULL)
+ {
+ Item *item = itemInstance->getItem();
+ if (dynamic_cast<ArmorItem *>(item))
+ {
+ ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
+ bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png");
+
+ 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 != NULL) armor->attackTime = model->attackTime;
+ if (armor != NULL) armor->riding = model->riding;
+ if (armor != NULL) 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 = (float) ((color >> 16) & 0xFF) / 0xFF;
+ float green = (float) ((color >> 8) & 0xFF) / 0xFF;
+ float blue = (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<Mob> _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 != NULL)
+ {
+ Item *item = itemInstance->getItem();
+ if (dynamic_cast<ArmorItem *>(item))
+ {
+ ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
+ bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png");
+
+ 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)
+{
+ // 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->hasInvisiblePrivilege()) return;
+
+ shared_ptr<ItemInstance> item = mob->inventory->getSelected();
+ armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
+ if (item != NULL)
+ {
+ if (mob->getUseItemDuration() > 0)
+ {
+ UseAnim anim = item->getUseAnimation();
+ if (anim == UseAnim_block)
+ {
+ armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
+ }
+ else if (anim == UseAnim_bow)
+ {
+ armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
+ }
+ }
+ }
+ // 4J added, for 3rd person view of eating
+ if( item != NULL && 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 = humanoidModel->eating = true;
+ armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
+ armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
+ }
+ else
+ {
+ armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
+ }
+
+ armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
+
+ double yp = y - mob->heightOffset;
+ if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
+ {
+ yp -= 2 / 16.0f;
+ }
+
+ // Check if an idle animation is needed
+ if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
+ {
+ if(mob->isIdle())
+ {
+ humanoidModel->idle=true;
+ armorParts1->idle=true;
+ armorParts2->idle=true;
+ }
+ else
+ {
+ humanoidModel->idle=false;
+ armorParts1->idle=false;
+ armorParts2->idle=false;
+ }
+ }
+ else
+ {
+ humanoidModel->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!=NULL)
+ {
+ for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
+ {
+ ModelPart *pModelPart=*it;
+
+ pModelPart->visible=true;
+ }
+ }
+
+ MobRenderer::render(mob, x, yp, z, rot, a);
+
+ // turn them off again
+ if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
+ {
+ for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
+ {
+ ModelPart *pModelPart=*it;
+
+ pModelPart->visible=false;
+ }
+ }
+ armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
+ armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
+ armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
+
+}
+
+void PlayerRenderer::renderName(shared_ptr<Mob> _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 (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
+ && !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
+ {
+ float size = 1.60f;
+ float s = 1 / 60.0f * size;
+ double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);
+
+ float maxDist = mob->isSneaking() ? 32.0f : 64.0f;
+
+ if (dist < maxDist * maxDist)
+ {
+ // Truncate display names longer than 16 char
+ wstring msg = mob->getDisplayName();
+ if (msg.length() > 16)
+ {
+ msg.resize(16);
+ msg += L"...";
+ }
+
+ if (mob->isSneaking())
+ {
+ if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
+ {
+ // 4J-PB - turn off gamertag render
+ return;
+ }
+
+ if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
+ {
+ // turn off gamertags if the host has set them off
+ return;
+ }
+
+ Font *font = getFont();
+ glPushMatrix();
+ glTranslatef((float) x + 0, (float) y + 2.3f, (float) z);
+ glNormal3f(0, 1, 0);
+
+ glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
+ glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);
+
+ glScalef(-s, -s, s);
+ glDisable(GL_LIGHTING);
+
+ glTranslatef(0, (float) 0.25f / s, 0);
+ glDepthMask(false);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ Tesselator *t = Tesselator::getInstance();
+
+ glDisable(GL_TEXTURE_2D);
+ t->begin();
+ int w = font->width(msg) / 2;
+ t->color(0.0f, 0.0f, 0.0f, 0.25f);
+ t->vertex((float)(-w - 1), (float)( -1), (float)( 0));
+ t->vertex((float)(-w - 1), (float)( +8), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( +8), (float)( 0));
+ t->vertex((float)(+w + 1), (float)( -1), (float)( 0));
+ t->end();
+ glEnable(GL_TEXTURE_2D);
+ glDepthMask(true);
+ font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glPopMatrix();
+ }
+ else
+ {
+ if (mob->isSleeping())
+ {
+ renderNameTag(mob, msg, x, y - 1.5f, z, 64, s_nametagColors[mob->getPlayerIndex()]);
+ }
+ else
+ {
+ renderNameTag(mob, msg, x, y, z, 64, s_nametagColors[mob->getPlayerIndex()]);
+ }
+ }
+ }
+ }
+
+}
+
+void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
+{
+ MobRenderer::additionalRendering(_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);
+
+ shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
+ if (headGear != NULL)
+ {
+ // don't render the pumpkin for the skins
+ unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
+
+ if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
+ {
+ glPushMatrix();
+ humanoidModel->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);
+ }
+
+ this->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 != NULL && 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);
+ humanoidModel->renderEars(1 / 16.0f,true);
+ glPopMatrix();
+ }
+ }
+//4J-PB
+// if (bindTexture(mob->cloakTexture, L"" ))
+ 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 = (float) yd * 10;
+ if (flap < -6) flap = -6;
+ if (flap > 32) flap = 32;
+ float lean = (float) (xd * xa + zd * za) * 100;
+ float lean2 = (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 != NULL)
+ {
+ glPushMatrix();
+ humanoidModel->arm0->translateTo(1 / 16.0f);
+ glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
+
+ if (mob->fishing != NULL)
+ {
+ item = shared_ptr<ItemInstance>( new 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
+ {
+ this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
+ }
+
+ glPopMatrix();
+ }
+
+}
+
+void PlayerRenderer::scale(shared_ptr<Mob> player, float a)
+{
+ float s = 15 / 16.0f;
+ glScalef(s, s, s);
+}
+
+void PlayerRenderer::renderHand()
+{
+ humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
+ armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
+ humanoidModel->attackTime = 0;
+ humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f);
+ // 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
+ if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
+ {
+ humanoidModel->arm0->render(1 / 16.0f,true);
+ }
+}
+
+void PlayerRenderer::setupPosition(shared_ptr<Mob> _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())
+ {
+ MobRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
+
+ }
+ else
+ {
+ MobRenderer::setupPosition(mob, x, y, z);
+ }
+}
+
+void PlayerRenderer::setupRotations(shared_ptr<Mob> _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
+ {
+ MobRenderer::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 != NULL && player->hasInvisiblePrivilege()) return;
+ }
+ EntityRenderer::renderShadow(e,x,y,z,pow,a);
+}