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#include "stdafx.h"
#include "..\Minecraft.World\net.minecraft.world.entity.npc.h"
#include "VillagerModel.h"
#include "VillagerRenderer.h"
ResourceLocation VillagerRenderer::VILLAGER_LOCATION = ResourceLocation(TN_MOB_VILLAGER_VILLAGER);
ResourceLocation VillagerRenderer::VILLAGER_FARMER_LOCATION = ResourceLocation(TN_MOB_VILLAGER_FARMER);
ResourceLocation VillagerRenderer::VILLAGER_LIBRARIAN_LOCATION = ResourceLocation(TN_MOB_VILLAGER_LIBRARIAN);
ResourceLocation VillagerRenderer::VILLAGER_PRIEST_LOCATION = ResourceLocation(TN_MOB_VILLAGER_PRIEST);
ResourceLocation VillagerRenderer::VILLAGER_SMITH_LOCATION = ResourceLocation(TN_MOB_VILLAGER_SMITH);
ResourceLocation VillagerRenderer::VILLAGER_BUTCHER_LOCATION = ResourceLocation(TN_MOB_VILLAGER_BUTCHER);
VillagerRenderer::VillagerRenderer() : MobRenderer(new VillagerModel(0), 0.5f)
{
villagerModel = static_cast<VillagerModel *>(model);
}
int VillagerRenderer::prepareArmor(shared_ptr<LivingEntity> villager, int layer, float a)
{
return -1;
}
void VillagerRenderer::render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a)
{
MobRenderer::render(mob, x, y, z, rot, a);
}
ResourceLocation *VillagerRenderer::getTextureLocation(shared_ptr<Entity> _mob)
{
shared_ptr<Villager> mob = dynamic_pointer_cast<Villager>(_mob);
switch (mob->getProfession())
{
case Villager::PROFESSION_FARMER:
return &VILLAGER_FARMER_LOCATION;
case Villager::PROFESSION_LIBRARIAN:
return &VILLAGER_LIBRARIAN_LOCATION;
case Villager::PROFESSION_PRIEST:
return &VILLAGER_PRIEST_LOCATION;
case Villager::PROFESSION_SMITH:
return &VILLAGER_SMITH_LOCATION;
case Villager::PROFESSION_BUTCHER:
return &VILLAGER_BUTCHER_LOCATION;
default:
return &VILLAGER_LOCATION;
}
}
void VillagerRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
{
MobRenderer::additionalRendering(mob, a);
}
void VillagerRenderer::scale(shared_ptr<LivingEntity> _mob, float a)
{
// 4J - original version used generics and thus had an input parameter of type Blaze rather than shared_ptr<Entity> we have here -
// do some casting around instead
shared_ptr<Villager> mob = dynamic_pointer_cast<Villager>(_mob);
float s = 15 / 16.0f;
if (mob->getAge() < 0)
{
s *= 0.5;
shadowRadius = 0.25f;
} else shadowRadius = 0.5f;
glScalef(s, s, s);
}
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