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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 · 40 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940#include "stdafx.h"#include "EnderCrystalModel.h"#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"#include "EnderCrystalRenderer.h"
ResourceLocation EnderCrystalRenderer::ENDER_CRYSTAL_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_ENDERCRYSTAL);
EnderCrystalRenderer::EnderCrystalRenderer(){ currentModel = -1; this->shadowRadius = 0.5f;}
void EnderCrystalRenderer::render(shared_ptr<Entity> _crystal, double x, double y, double z, float rot, float a){ // 4J - original version used generics and thus had an input parameter of type EnderCrystal rather than shared_ptr<Entity> we have here - // do some casting around instead shared_ptr<EnderCrystal> crystal = dynamic_pointer_cast<EnderCrystal>(_crystal); if (currentModel != EnderCrystalModel::MODEL_ID) { model = new EnderCrystalModel(0); currentModel = EnderCrystalModel::MODEL_ID; }
float tt = crystal->time + a; glPushMatrix(); glTranslatef((float) x, (float) y, (float) z); bindTexture(&ENDER_CRYSTAL_LOCATION); float hh = sin(tt * 0.2f) / 2 + 0.5f; hh = hh * hh + hh; model->render(crystal, 0, tt * 3, hh * 0.2f, 0, 0, 1 / 16.0f, true);
glPopMatrix();}
ResourceLocation *EnderCrystalRenderer::getTextureLocation(shared_ptr<Entity> mob){ return &ENDER_CRYSTAL_LOCATION;}