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#pragma once
#include "MobRenderer.h"
#include "..\Minecraft.World\Player.h"
class HumanoidModel;
using namespace std;
class PlayerRenderer : public LivingEntityRenderer
{
public:
// 4J: Made public for use in skull renderer
static ResourceLocation DEFAULT_LOCATION;
private:
HumanoidModel *humanoidModel;
HumanoidModel *armorParts1;
HumanoidModel *armorParts2;
public:
PlayerRenderer();
static unsigned int getNametagColour(int index);
private:
static const wstring MATERIAL_NAMES[5];
protected:
virtual int prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a);
virtual void prepareSecondPassArmor(shared_ptr<LivingEntity> mob, int layer, float a);
public:
virtual void render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a);
protected:
virtual void additionalRendering(shared_ptr<LivingEntity> _mob, float a);
void renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist);
virtual void scale(shared_ptr<LivingEntity> _player, float a);
public:
void renderHand();
protected:
virtual void setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z);
virtual void setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a);
private:
virtual void renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a); // 4J Added override
public:
virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> entity);
using LivingEntityRenderer::bindTexture;
virtual void bindTexture(shared_ptr<Entity> entity); // 4J Added override
};
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