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https://github.com/celisej567/mcpe.git
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Cleaned up Cube (#48)
* Cleaned up Cube * Refactor/cleanup & documentation of Cube * Renamed Tesselator to Tessellator * Revert "Tesselator" Spelling Correction --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
This commit is contained in:
@@ -70,7 +70,7 @@ void Options::initDefaultValues()
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m_keyBinds[15] = { "key.menu.cancel", '\b' };
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#ifdef ORIGINAL_CODE
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field_10 = 2;
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m_rotY = 2;
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field_23D = 0;
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field_19 = 0;
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#endif
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@@ -227,20 +227,20 @@ _done:
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#ifdef ORIGINAL_CODE
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t.begin();
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t.color(0, 0);
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t.vertexUV(field_20, field_C + 4.0f, 0.0f, 0.0f, 1.0f);
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t.vertexUV(field_24, field_C + 4.0f, 0.0f, 1.0f, 1.0f);
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t.vertexUV(field_20, m_rotX + 4.0f, 0.0f, 0.0f, 1.0f);
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t.vertexUV(field_24, m_rotX + 4.0f, 0.0f, 1.0f, 1.0f);
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t.color(0, 255);
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t.vertexUV(field_24, field_C, 0.0f, 1.0f, 0.0f);
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t.vertexUV(field_20, field_C, 0.0f, 0.0f, 0.0f);
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t.vertexUV(field_24, m_rotX, 0.0f, 1.0f, 0.0f);
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t.vertexUV(field_20, m_rotX, 0.0f, 0.0f, 0.0f);
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t.draw();
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t.begin();
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t.color(0, 255);
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t.vertexUV(field_20, field_10, 0.0f, 0.0f, 1.0f);
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t.vertexUV(field_24, field_10, 0.0f, 1.0f, 1.0f);
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t.vertexUV(field_20, m_rotY, 0.0f, 0.0f, 1.0f);
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t.vertexUV(field_24, m_rotY, 0.0f, 1.0f, 1.0f);
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t.color(0, 0);
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t.vertexUV(field_24, field_10 - 4.0f, 0.0f, 1.0f, 0.0f);
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t.vertexUV(field_20, field_10 - 4.0f, 0.0f, 0.0f, 0.0f);
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t.vertexUV(field_24, m_rotY - 4.0f, 0.0f, 1.0f, 0.0f);
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t.vertexUV(field_20, m_rotY - 4.0f, 0.0f, 0.0f, 0.0f);
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t.draw();
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#else
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t.begin();
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@@ -9,16 +9,13 @@
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#include "Cube.hpp"
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#include "client/common/Utils.hpp"
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float Cube::c = 180.0f / float(M_PI);
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const float Cube::c = 180.0f / float(M_PI);
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Cube::Cube(int a, int b)
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{
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m_posX = 0.0f;
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m_posY = 0.0f;
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m_posZ = 0.0f;
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field_C = 0.0f;
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field_10 = 0.0f;
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field_14 = 0.0f;
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m_posX = m_posY = m_posZ = 0.0f;
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m_rotX = m_rotY = m_rotZ = 0.0f;
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field_18 = false;
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field_19 = true;
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field_1A = false;
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@@ -31,11 +28,6 @@ Cube::Cube(int a, int b)
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field_2B8 = b;
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}
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void Cube::addBox(float a, float b, float c, int d, int e, int f)
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{
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addBox(a, b, c, d, e, f, 0.0f);
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}
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void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
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{
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float x1 = x, y1 = y, z1 = z;
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@@ -81,7 +73,7 @@ void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
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}
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}
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void Cube::compile(float f)
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void Cube::compile(float scale)
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{
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xglDeleteBuffers(1, &m_buffer);
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xglGenBuffers(1, &m_buffer);
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@@ -90,7 +82,7 @@ void Cube::compile(float f)
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t.begin();
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for (int i = 0; i < 6; i++)
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m_faces[i].render(t, f, m_buffer);
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m_faces[i].render(t, scale);
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t.end(m_buffer);
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m_bCompiled = true;
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@@ -101,18 +93,18 @@ void Cube::draw()
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drawArrayVTC(m_buffer, 36, sizeof(Tesselator::Vertex));
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}
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void Cube::drawSlow(float f)
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void Cube::drawSlow(float scale)
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{
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Tesselator& t = Tesselator::instance;
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t.begin();
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for (int i = 0; i < 6; i++)
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m_faces[i].render(t, f, m_buffer);
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m_faces[i].render(t, scale);
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t.draw();
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}
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void Cube::render(float f)
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void Cube::render(float scale)
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{
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if (field_1A)
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return;
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@@ -121,34 +113,43 @@ void Cube::render(float f)
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return;
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if (!m_bCompiled)
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compile(f);
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compile(scale);
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if (field_C == 0.0f && field_10 == 0.0f && field_14 == 0.0f)
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if (!hasDefaultRot())
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{
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if (m_posX == 0.0f && m_posY == 0 && m_posZ == 0)
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{
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draw();
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return;
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}
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glPushMatrix();
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glTranslatef( m_posX * f, m_posY * f, m_posZ * f);
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translateRotTo(scale);
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draw();
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glPopMatrix();
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}
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else if (!hasDefaultPos())
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{
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translatePosTo(scale);
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draw();
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translatePosTo(-scale);
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}
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else
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{
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draw();
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glTranslatef(-m_posX * f, -m_posY * f, -m_posZ * f);
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return;
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}
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glPushMatrix();
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glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
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if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
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if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
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if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
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draw();
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glPopMatrix();
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}
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void Cube::translateTo(float f)
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void Cube::translatePosTo(float scale)
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{
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glTranslatef(m_posX * scale, m_posY * scale, m_posZ * scale);
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}
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void Cube::translateRotTo(float scale)
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{
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glTranslatef(m_posX * scale, m_posY * scale, m_posZ * scale);
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if (m_rotZ != 0) glRotatef(m_rotZ * c, 0, 0, 1);
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if (m_rotY != 0) glRotatef(m_rotY * c, 0, 1, 0);
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if (m_rotX != 0) glRotatef(m_rotX * c, 1, 0, 0);
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}
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void Cube::translateTo(float scale)
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{
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if (field_1A)
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return;
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@@ -156,34 +157,25 @@ void Cube::translateTo(float f)
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if (!field_19)
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return;
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if (field_C == 0.0f && field_10 == 0.0f && field_14 == 0.0f)
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{
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if (m_posX == 0.0f && m_posY == 0 && m_posZ == 0)
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return;
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glTranslatef( m_posX * f, m_posY * f, m_posZ * f);
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return;
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}
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glTranslatef(m_posX * f, m_posY * f, m_posZ * f);
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if (field_14 != 0.0f) glRotatef(field_14 * c, 0.0f, 0.0f, 1.0f);
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if (field_10 != 0.0f) glRotatef(field_10 * c, 0.0f, 1.0f, 0.0f);
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if (field_C != 0.0f) glRotatef(field_C * c, 1.0f, 0.0f, 0.0f);
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if (!hasDefaultRot())
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translateRotTo(scale);
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else if (!hasDefaultPos())
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translatePosTo(scale);
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}
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void Cube::setBrightness(float f)
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void Cube::setBrightness(float b)
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{
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if (m_brightness != f)
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if (m_brightness != b)
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m_bCompiled = false;
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m_brightness = f;
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m_brightness = b;
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m_faces[0].setColor(0.6f * f, 0.6f * f, 0.6f * f);
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m_faces[1].setColor(0.6f * f, 0.6f * f, 0.6f * f);
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m_faces[2].setColor(1.0f * f, 1.0f * f, 1.0f * f);
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m_faces[3].setColor(0.5f * f, 0.5f * f, 0.5f * f);
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m_faces[4].setColor(0.8f * f, 0.8f * f, 0.8f * f);
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m_faces[5].setColor(0.8f * f, 0.8f * f, 0.8f * f);
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m_faces[0].setColor(0.6f * b, 0.6f * b, 0.6f * b);
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m_faces[1].setColor(0.6f * b, 0.6f * b, 0.6f * b);
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m_faces[2].setColor(1.0f * b, 1.0f * b, 1.0f * b);
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m_faces[3].setColor(0.5f * b, 0.5f * b, 0.5f * b);
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m_faces[4].setColor(0.8f * b, 0.8f * b, 0.8f * b);
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m_faces[5].setColor(0.8f * b, 0.8f * b, 0.8f * b);
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}
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void Cube::setPos(float x, float y, float z)
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@@ -15,25 +15,30 @@ class Cube
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public:
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Cube(int, int);
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void addBox(float a, float b, float c, int d, int e, int f);
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void addBox(float a, float b, float c, int d, int e, int f, float g);
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void addBox(float a, float b, float c, int d, int e, int f, float g = 0);
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// @TODO: void addTexBox(float a, float b, float c, int d, int e, int f, int g); -- No xrefs
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void compile(float f);
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void compile(float scale);
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void draw();
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void drawSlow(float f);
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void render(float f);
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void drawSlow(float scale);
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void render(float scale);
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void setPos(float x, float y, float z);
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void setTexOffs(int a, int b);
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void translateTo(float f);
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void setBrightness(float f);
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void translateTo(float scale);
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void setBrightness(float brightness);
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private:
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bool hasDefaultPos() { return m_posX == 0 && m_posY == 0 && m_posZ == 0; }
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bool hasDefaultRot() { return m_rotX == 0 && m_rotY == 0 && m_rotZ == 0; }
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void translatePosTo(float scale);
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void translateRotTo(float scale);
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public:
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float m_posX;
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float m_posY;
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float m_posZ;
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float field_C;
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float field_10;
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float field_14;
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float m_rotX;
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float m_rotY;
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float m_rotZ;
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bool field_18;
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bool field_19;
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bool field_1A;
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@@ -46,6 +51,6 @@ public:
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GLuint m_buffer;
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float m_brightness;
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static float c;
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static const float c;
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};
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@@ -73,63 +73,63 @@ void HumanoidModel::render(float a, float b, float c, float d, float e, float f)
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void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7)
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{
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//a6 = pitch, a5 = yaw-ish
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m_head.field_10 = a5 * 0.017453f;
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m_head.field_C = a6 * 0.017453f;
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if (m_head.field_C < -1.0f)
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m_head.field_C = -1.0f;
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if (m_head.field_C > 1.0f)
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m_head.field_C = 1.0f;
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m_head.m_rotY = a5 * 0.017453f;
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m_head.m_rotX = a6 * 0.017453f;
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if (m_head.m_rotX < -1.0f)
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m_head.m_rotX = -1.0f;
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if (m_head.m_rotX > 1.0f)
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m_head.m_rotX = 1.0f;
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float v12 = (a2 * 0.6662f) + 3.1416f;
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m_armL.field_C = (Mth::cos(v12) * 2.0f * a3) * 0.5f;
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m_armR.field_C = Mth::cos(a2 * 0.6662f) * 2.0f * a3 * 0.5f; // @HUH: multiplying by 2 and also by 1/2
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m_armL.field_14 = 0.0f;
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m_armR.field_14 = 0.0f;
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m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3;
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m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3;
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m_legL.field_10 = 0.0f;
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m_legR.field_10 = 0.0f;
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m_armL.m_rotX = (Mth::cos(v12) * 2.0f * a3) * 0.5f;
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m_armR.m_rotX = Mth::cos(a2 * 0.6662f) * 2.0f * a3 * 0.5f; // @HUH: multiplying by 2 and also by 1/2
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m_armL.m_rotZ = 0.0f;
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m_armR.m_rotZ = 0.0f;
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m_legL.m_rotX = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3;
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m_legR.m_rotX = (Mth::cos(v12) * 1.4f) * a3;
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m_legL.m_rotY = 0.0f;
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m_legR.m_rotY = 0.0f;
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if (field_8)
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{
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float v15 = (3.1416f * -0.5f) * 0.4f;
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m_armL.field_C += v15;
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m_armR.field_C += v15;
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m_armL.m_rotX += v15;
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m_armR.m_rotX += v15;
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float v16 = (3.1416f * -0.5f) * 0.8f;
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m_legL.field_C = v16;
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m_legR.field_C = v16;
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m_legL.field_10 = (3.1416f * 0.5f) * 0.2f;
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m_legR.field_10 = (3.1416f * -0.5f) * 0.2f;
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m_legL.m_rotX = v16;
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m_legR.m_rotX = v16;
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m_legL.m_rotY = (3.1416f * 0.5f) * 0.2f;
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m_legR.m_rotY = (3.1416f * -0.5f) * 0.2f;
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}
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if (field_10BC)
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m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armR.field_C * 0.5f);
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m_armR.m_rotX = ((3.1416f * 0.5f) * -0.2f) + (m_armR.m_rotX * 0.5f);
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if (field_10BD)
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m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armL.field_C * 0.5f);
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m_armL.m_rotX = ((3.1416f * 0.5f) * -0.2f) + (m_armL.m_rotX * 0.5f);
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m_armL.field_10 = 0.0f;
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m_armR.field_10 = 0.0f;
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m_armL.m_rotY = 0.0f;
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m_armR.m_rotY = 0.0f;
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if (field_4 > -9990.0f)
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{
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m_body.field_10 = Mth::sin(Mth::sqrt(field_4) * 3.1416f * 2.0f) * 0.2f;
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m_armL.m_posZ = 5.0f * Mth::sin(m_body.field_10);
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m_armL.m_posX = -5.0f * Mth::cos(m_body.field_10);
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m_armR.m_posZ = -5.0f * Mth::sin(m_body.field_10);
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m_armR.m_posX = 5.0f * Mth::cos(m_body.field_10);
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m_armL.field_10 = m_armL.field_10 + m_body.field_10;
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m_armR.field_10 = m_armR.field_10 + m_body.field_10;
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m_body.m_rotY = Mth::sin(Mth::sqrt(field_4) * 3.1416f * 2.0f) * 0.2f;
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m_armL.m_posZ = 5.0f * Mth::sin(m_body.m_rotY);
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m_armL.m_posX = -5.0f * Mth::cos(m_body.m_rotY);
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m_armR.m_posZ = -5.0f * Mth::sin(m_body.m_rotY);
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m_armR.m_posX = 5.0f * Mth::cos(m_body.m_rotY);
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m_armL.m_rotY = m_armL.m_rotY + m_body.m_rotY;
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m_armR.m_rotY = m_armR.m_rotY + m_body.m_rotY;
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float o = 1.0f - field_4;
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m_armR.field_C += m_body.field_10;
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m_armL.field_C -= -((m_head.field_C - 0.7f) * Mth::sin(3.1416f * field_4)) * 0.75f + Mth::sin((1.0f - o * o * o * o) * 3.1416f) * 1.2f;
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m_armL.field_10 += m_body.field_10 * 2.0f;
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m_armL.field_14 = Mth::sin(field_4 * 3.1416f) * -0.4f;
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m_armR.m_rotX += m_body.m_rotY;
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m_armL.m_rotX -= -((m_head.m_rotX - 0.7f) * Mth::sin(3.1416f * field_4)) * 0.75f + Mth::sin((1.0f - o * o * o * o) * 3.1416f) * 1.2f;
|
||||
m_armL.m_rotY += m_body.m_rotY * 2.0f;
|
||||
m_armL.m_rotZ = Mth::sin(field_4 * 3.1416f) * -0.4f;
|
||||
}
|
||||
|
||||
if (field_10BE) // sneaking?
|
||||
{
|
||||
m_body.field_C = 0.5f;
|
||||
m_armL.field_C += 0.4f;
|
||||
m_armR.field_C += 0.4f;
|
||||
m_body.m_rotX = 0.5f;
|
||||
m_armL.m_rotX += 0.4f;
|
||||
m_armR.m_rotX += 0.4f;
|
||||
m_legL.m_posZ = 4.0f;
|
||||
m_legR.m_posZ = 4.0f;
|
||||
m_legL.m_posY = 9.0f;
|
||||
@@ -138,7 +138,7 @@ void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6,
|
||||
}
|
||||
else
|
||||
{
|
||||
m_body.field_C = 0.0f;
|
||||
m_body.m_rotX = 0.0f;
|
||||
m_legL.m_posZ = 0.0f;
|
||||
m_head.m_posY = 0.0f;
|
||||
m_legR.m_posZ = 0.0f;
|
||||
@@ -146,10 +146,10 @@ void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6,
|
||||
m_legR.m_posY = 12.0f;
|
||||
}
|
||||
|
||||
m_armL.field_14 += Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
|
||||
m_armR.field_14 -= Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
|
||||
m_armL.field_C += Mth::sin(a4 * 0.067f) * 0.05f;
|
||||
m_armR.field_C += Mth::sin(a4 * 0.067f) * -0.05f;
|
||||
m_armL.m_rotZ += Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
|
||||
m_armR.m_rotZ -= Mth::cos(a4 * 0.09f) * 0.05f + 0.05f;
|
||||
m_armL.m_rotX += Mth::sin(a4 * 0.067f) * 0.05f;
|
||||
m_armR.m_rotX += Mth::sin(a4 * 0.067f) * -0.05f;
|
||||
}
|
||||
|
||||
void HumanoidModel::setBrightness(float f)
|
||||
@@ -161,110 +161,3 @@ void HumanoidModel::setBrightness(float f)
|
||||
m_body.setBrightness(f);
|
||||
m_head.setBrightness(f);
|
||||
}
|
||||
|
||||
/* Keeping the original around just in case:
|
||||
|
||||
void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7)
|
||||
{
|
||||
this->m_head.field_10 = a5 * 0.017453f;
|
||||
float v11 = a6 * 0.017453f;
|
||||
if ((a6 * 0.017453f) <= 1.0f)
|
||||
{
|
||||
if (v11 < -1.0f)
|
||||
v11 = -1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
v11 = 1.0f;
|
||||
}
|
||||
this->m_head.field_C = v11;
|
||||
float v12 = (a2 * 0.6662f) + 3.1416f;
|
||||
float v13 = Mth::cos(v12);
|
||||
this->m_armL.field_C = ((v13 + v13) * a3) * 0.5f;
|
||||
float v14 = Mth::cos(a2 * 0.6662f);
|
||||
this->m_armR.field_C = ((v14 + v14) * a3) * 0.5f;
|
||||
this->m_armL.field_14 = 0.0f;
|
||||
this->m_armR.field_14 = 0.0f;
|
||||
this->m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3;
|
||||
this->m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3;
|
||||
this->m_legL.field_10 = 0.0f;
|
||||
this->m_legR.field_10 = 0.0f;
|
||||
if (this->field_8)
|
||||
{
|
||||
float v15 = (3.1416f * -0.5f) * 0.4f;
|
||||
this->m_armL.field_C = this->m_armL.field_C + v15;
|
||||
this->m_armR.field_C = this->m_armR.field_C + v15;
|
||||
float v16 = (3.1416f * -0.5f) * 0.8f;
|
||||
this->m_legL.field_C = v16;
|
||||
this->m_legR.field_C = v16;
|
||||
this->m_legL.field_10 = (3.1416f * 0.5f) * 0.2f;
|
||||
this->m_legR.field_10 = (3.1416f * -0.5f) * 0.2f;
|
||||
}
|
||||
if (this->field_10BC)
|
||||
this->m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armR.field_C * 0.5f);
|
||||
if (this->field_10BD)
|
||||
this->m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armL.field_C * 0.5f);
|
||||
|
||||
this->m_armL.field_10 = 0.0f;
|
||||
this->m_armR.field_10 = 0.0f;
|
||||
if (field_4 > -9990.0f)
|
||||
{
|
||||
float v22 = Mth::sqrt(field_4);
|
||||
float v23 = Mth::sin((v22 * 3.1416f) + (v22 * 3.1416f));
|
||||
this->m_body.field_10 = v23 * 0.2f;
|
||||
float v24 = Mth::sin(v23 * 0.2f) * 5.0f;
|
||||
float bf10_1 = this->m_body.field_10;
|
||||
this->m_armL.m_posZ = v24;
|
||||
float v26 = Mth::cos(bf10_1) * -5.0f;
|
||||
float bf10_2 = this->m_body.field_10;
|
||||
this->m_armL.m_posX = v26;
|
||||
float v28 = Mth::sin(bf10_2) * -5.0f;
|
||||
float bf10_3 = this->m_body.field_10;
|
||||
this->m_armR.m_posZ = v28;
|
||||
this->m_armR.m_posX = Mth::cos(bf10_3) * 5.0f;
|
||||
float bf10_4 = this->m_body.field_10;
|
||||
this->m_armL.field_10 = this->m_armL.field_10 + bf10_4;
|
||||
this->m_armR.field_10 = this->m_armR.field_10 + bf10_4;
|
||||
float v31 = this->m_armR.field_C + bf10_4;
|
||||
float v32 = 1.0f - this->field_4;
|
||||
this->m_armR.field_C = v31;
|
||||
float v33 = Mth::sin((1.0f - ((v32 * v32) * (v32 * v32))) * 3.1416f);
|
||||
float v34 = Mth::sin(3.1416f * this->field_4);
|
||||
float bf10_times_2 = this->m_body.field_10 + this->m_body.field_10;
|
||||
this->m_armL.field_C = this->m_armL.field_C - ((-((this->m_head.field_C - 0.7f) * v34) * 0.75f) + (v33 * 1.2f));
|
||||
float v36 = this->m_armL.field_10 + bf10_times_2;
|
||||
float v37 = this->field_4 * 3.1416f;
|
||||
this->m_armL.field_10 = v36;
|
||||
this->m_armL.field_14 = Mth::sin(v37) * -0.4f;
|
||||
}
|
||||
if (this->field_10BE)
|
||||
{
|
||||
m_body.field_C = 0.5f;
|
||||
m_armL.field_C += 0.4f;
|
||||
m_armR.field_C += 0.4f;
|
||||
m_legL.m_posZ = 4.0f;
|
||||
m_legR.m_posZ = 4.0f;
|
||||
m_legL.m_posY = 9.0f;
|
||||
m_legR.m_posY = 9.0f;
|
||||
m_head.m_posY = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_body.field_C = 0.0f;
|
||||
m_legL.m_posZ = 0.0f;
|
||||
m_head.m_posY = 0.0f;
|
||||
m_legR.m_posZ = 0.0f;
|
||||
m_legL.m_posY = 12.0f;
|
||||
m_legR.m_posY = 12.0f;
|
||||
}
|
||||
|
||||
float v18 = this->m_armL.field_14;
|
||||
this->m_armL.field_14 = v18 + ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f);
|
||||
float v19 = this->m_armR.field_14;
|
||||
this->m_armR.field_14 = v19 - ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f);
|
||||
float v20 = this->m_armL.field_C;
|
||||
this->m_armL.field_C = v20 + (Mth::sin(a4 * 0.067f) * 0.05f);
|
||||
float v21 = this->m_armR.field_C;
|
||||
this->m_armR.field_C = v21 + (Mth::sin(a4 * 0.067f) * -0.05f);
|
||||
}
|
||||
*/
|
||||
|
||||
@@ -68,7 +68,7 @@ void PolygonQuad::mirror()
|
||||
std::swap(m_verts[1], m_verts[2]);
|
||||
}
|
||||
|
||||
void PolygonQuad::render(Tesselator& t, float scale, int unused)
|
||||
void PolygonQuad::render(Tesselator& t, float scale)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
|
||||
@@ -25,7 +25,7 @@ public:
|
||||
|
||||
void flipNormal();
|
||||
void mirror();
|
||||
void render(Tesselator& t, float scale, int unused);
|
||||
void render(Tesselator& t, float scale);
|
||||
|
||||
#ifdef ENH_ENTITY_SHADING
|
||||
void setColor(float r, float g, float b);
|
||||
|
||||
@@ -532,7 +532,7 @@ void GameRenderer::render(float f)
|
||||
float yd = 4.0f * mult1 * pMC->field_D24;
|
||||
|
||||
float old_field_84 = field_84;
|
||||
field_84 = float(field_C) + f;
|
||||
field_84 = float(m_rotX) + f;
|
||||
float diff_field_84 = field_84 - old_field_84;
|
||||
field_74 += xd;
|
||||
field_78 += yd;
|
||||
@@ -546,10 +546,10 @@ void GameRenderer::render(float f)
|
||||
if (!pMC->m_options.field_240)
|
||||
{
|
||||
// @TODO: untangle this code
|
||||
float v17 = xd + field_14;
|
||||
float v17 = xd + m_rotZ;
|
||||
float v18 = field_18;
|
||||
float v19 = field_1C;
|
||||
field_14 = v17;
|
||||
m_rotZ = v17;
|
||||
float v20 = mult1 * 0.25f * (v17 - v18);
|
||||
float v21 = v19 + (v20 - v19) * 0.5f;
|
||||
field_1C = v21;
|
||||
|
||||
@@ -30,8 +30,8 @@ void TripodCameraRenderer::render(Entity* entity, float x, float y, float z, flo
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef(x, y, z);
|
||||
m_cube.field_C = 0.017453f * (180.0f + 0.5f * entity->m_pitch);
|
||||
m_cube.field_10 = -0.017453f * entity->m_yaw;
|
||||
m_cube.m_rotX = 0.017453f * (180.0f + 0.5f * entity->m_pitch);
|
||||
m_cube.m_rotY = -0.017453f * entity->m_yaw;
|
||||
|
||||
Tesselator& t = Tesselator::instance;
|
||||
t.color(1.0f, 1.0f, 1.0f);
|
||||
|
||||
Reference in New Issue
Block a user