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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.3 kB · 47 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647#include "stdafx.h"#include "BoatRenderer.h"#include "BoatModel.h"#include "..\Minecraft.World\net.minecraft.world.entity.item.h"#include "..\Minecraft.World\Mth.h"
ResourceLocation BoatRenderer::BOAT_LOCATION = ResourceLocation(TN_ITEM_BOAT);
BoatRenderer::BoatRenderer() : EntityRenderer(){ this->shadowRadius = 0.5f; model = new BoatModel();}
void BoatRenderer::render(shared_ptr<Entity> _boat, double x, double y, double z, float rot, float a){ // 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here - // do some casting around instead shared_ptr<Boat> boat = dynamic_pointer_cast<Boat>(_boat);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
glRotatef(180-rot, 0, 1, 0); float hurt = boat->getHurtTime() - a; float dmg = boat->getDamage() - a; if (dmg<0) dmg = 0; if (hurt>0) { glRotatef(Mth::sin(hurt)*hurt*dmg/10*boat->getHurtDir(), 1, 0, 0); }
float ss = 12/16.0f; glScalef(ss, ss, ss); glScalef(1/ss, 1/ss, 1/ss);
bindTexture(boat); glScalef(-1, -1, 1); model->render(boat, 0, 0, -0.1f, 0, 0, 1 / 16.0f, true); glPopMatrix();}
ResourceLocation *BoatRenderer::getTextureLocation(shared_ptr<Entity> mob){ return &BOAT_LOCATION;}