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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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2.8 kB · 120 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120#include "stdafx.h"#include "EndermanModel.h"#include "ModelPart.h"
EndermanModel::EndermanModel() : HumanoidModel(0, -14, 64, 32){ carrying = false; creepy = false;
float yOffset = -14.0f; float g = 0;
delete hair; hair = new ModelPart(this, 0, 16); hair->addBox(-4.0f, -8.0f, -4.0f, 8, 8, 8, g - 0.5f); // Head hair->setPos(0.0f, 0.0f + yOffset, 0.0f);
delete body; body = new ModelPart(this, 32, 16); body->addBox(-4.0f, 0.0f, -2.0f, 8, 12, 4, g); // Body body->setPos(0.0f, 0.0f + yOffset, 0.0f);
delete arm0; arm0 = new ModelPart(this, 56, 0); arm0->addBox(-1.0f, -2.0f, -1.0f, 2, 30, 2, g); // Arm0 arm0->setPos(-3.0f, 2.0f + yOffset, 0.0f);
delete arm1; arm1 = new ModelPart(this, 56, 0); arm1->bMirror = true; arm1->addBox(-1.0f, -2.0f, -1.0f, 2, 30, 2, g); // Arm1 arm1->setPos(5.0f, 2.0f + yOffset, 0.0f);
delete leg0; leg0 = new ModelPart(this, 56, 0); leg0->addBox(-1.0f, 0.0f, -1.0f, 2, 30, 2, g); // Leg0 leg0->setPos(-2.0f, 12.0f + yOffset, 0.0f);
delete leg1; leg1 = new ModelPart(this, 56, 0); leg1->bMirror = true; leg1->addBox(-1.0f, 0.0f, -1.0f, 2, 30, 2, g); // Leg1 leg1->setPos(2.0f, 12.0f + yOffset, 0.0f);
// 4J added - compile now to avoid random performance hit first time cubes are rendered body->compile(1.0f/16.0f); arm0->compile(1.0f/16.0f); arm1->compile(1.0f/16.0f); leg0->compile(1.0f/16.0f); leg1->compile(1.0f/16.0f); hair->compile(1.0f/16.0f);}
void EndermanModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim){ HumanoidModel::setupAnim(time, r, bob, yRot, xRot, scale, entity, uiBitmaskOverrideAnim);
head->visible = true;
float yOffs = -14.0f; body->xRot = 0.0f; body->y = yOffs; body->z = -0.0f;
leg0->xRot -= 0.0f; leg1->xRot -= 0.0f;
arm0->xRot *= 0.5f; arm1->xRot *= 0.5f; leg0->xRot *= 0.5f; leg1->xRot *= 0.5f;
float max = 0.4f; if (arm0->xRot > +max) arm0->xRot = +max; if (arm1->xRot > +max) arm1->xRot = +max; if (arm0->xRot < -max) arm0->xRot = -max; if (arm1->xRot < -max) arm1->xRot = -max; if (leg0->xRot > +max) leg0->xRot = +max; if (leg1->xRot > +max) leg1->xRot = +max; if (leg0->xRot < -max) leg0->xRot = -max; if (leg1->xRot < -max) leg1->xRot = -max;
if (carrying) { arm0->xRot = -0.5f; arm1->xRot = -0.5f; arm0->zRot = 0.05f; arm1->zRot = -0.05f; }
arm0->z = -0.0f; arm1->z = -0.0f; leg0->z = -0.0f; leg1->z = -0.0f;
arm0->y = 2.0f + yOffs; arm1->y = 2.0f + yOffs;
leg0->y = +9.0f + yOffs; leg1->y = +9.0f + yOffs;
head->z = -0.0f; head->y = +yOffs + 1;
hair->x = head->x; hair->y = head->y; hair->z = head->z; hair->xRot = head->xRot; hair->yRot = head->yRot; hair->zRot = head->zRot;
if (creepy) { float amt = 1; head->y -= (float) (amt * 5); }}