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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "HumanoidMobRenderer.hpp"
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#include "EntityRenderDispatcher.hpp"
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#include "client/app/Minecraft.hpp"
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#include "client/renderer/ItemInHandRenderer.hpp"
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#include "client/renderer/TileRenderer.hpp"
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#include "world/entity/Player.hpp"
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#include "world/item/ItemInstance.hpp"
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HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* pModel, float f) : MobRenderer(pModel, f)
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{
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m_pHumanoidModel = pModel;
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}
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void HumanoidMobRenderer::additionalRendering(Mob* mob, float f)
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{
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if (!mob->isPlayer()) return;
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Player* player = (Player*)mob;
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int itemID = player->m_pInventory->getSelectedItemId();
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if (itemID <= 0)
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return;
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ItemInstance inst(itemID, 1, 0);
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glPushMatrix();
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m_pHumanoidModel->m_armL.translateTo(0.0625f);
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glTranslatef(-0.0625f, 0.4375f, 0.0625f);
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if (itemID <= C_MAX_TILES && TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()))
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{
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glTranslatef(0.0f, 0.1875f, -0.3125f);
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glRotatef(20.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
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glScalef(0.375f, -0.375f, 0.375f);
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}
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else if (Item::items[itemID]->isHandEquipped())
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{
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glTranslatef(0.0f, 0.1875f, 0.0f);
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glScalef(0.625f, -0.625f, 0.625f);
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glRotatef(-100.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
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}
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else
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{
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glTranslatef(0.25f, 0.1875f, -0.1875f);
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glScalef(0.375f, 0.375f, 0.375f);
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glRotatef(60.0f, 0.0f, 0.0f, 1.0f);
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glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(20.0f, 0.0f, 0.0f, 1.0f);
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}
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m_pDispatcher->m_pItemInHandRenderer->renderItem(&inst);
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glPopMatrix();
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}
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void HumanoidMobRenderer::onGraphicsReset()
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{
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m_pHumanoidModel->onGraphicsReset();
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}
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void HumanoidMobRenderer::renderHand()
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{
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m_pHumanoidModel->field_4 = 0;
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m_pHumanoidModel->setBrightness(m_pDispatcher->m_pMinecraft->m_pMobPersp->getBrightness(1.0f));
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m_pHumanoidModel->setupAnim(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0625f);
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m_pHumanoidModel->m_armL.render(0.0625f);
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}
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