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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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2.5 kB · 64 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364#include "stdafx.h"#include "BreakingItemParticle.h"#include "Tesselator.h"#include "..\Minecraft.World\net.minecraft.world.level.tile.h"#include "..\Minecraft.World\net.minecraft.world.item.h"#include "..\Minecraft.World\net.minecraft.world.h"
void BreakingItemParticle::_init(Item *item, Textures *textures, int data){ this->setTex(textures, item->getIcon(data)); rCol = gCol = bCol = 1.0f; gravity = Tile::snow->gravity; size /= 2;}
BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0){ _init(item, textures, data);}
BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, double xa, double ya, double za, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0){ _init(item, textures, data); xd *= 0.1f; yd *= 0.1f; zd *= 0.1f; xd += xa; yd += ya; zd += za;}
int BreakingItemParticle::getParticleTexture(){ return ParticleEngine::ITEM_TEXTURE;}
void BreakingItemParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2){ float u0 = (texX + uo / 4.0f) / 16.0f; float u1 = u0 + 0.999f / 16.0f / 4; float v0 = (texY + vo / 4.0f) / 16.0f; float v1 = v0 + 0.999f / 16.0f / 4; float r = 0.1f * size;
if (tex != NULL) { u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION); u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION); v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); }
float x = (float) (xo + (this->x - xo) * a - xOff); float y = (float) (yo + (this->y - yo) * a - yOff); float z = (float) (zo + (this->z - zo) * a - zOff); float br = SharedConstants::TEXTURE_LIGHTING ? 1 : getBrightness(a); // 4J - change brought forward from 1.8.2 t->color(br * rCol, br * gCol, br * bCol);
t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1)); t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0)); t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0)); t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1));
}