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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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1.4 kB · 43 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243#include "stdafx.h"#include "ModelPart.h"#include "SkeletonHeadModel.h"
void SkeletonHeadModel::_init(int u, int v, int tw, int th){ texWidth = tw; texHeight = th; head = new ModelPart(this, u, v);
// 4J Stu - Set "g" param to 0.1 to fix z-fighting issues (hair has this set to 0.5, so need to be less that that) // Fix for #101501 - TU12: Content: Art: Z-Fighting occurs on the bottom side of a character's head when a Mob Head is equipped. head->addBox(-4, -8, -4, 8, 8, 8, 0.1); // Head head->setPos(0, 0, 0);
// 4J added - compile now to avoid random performance hit first time cubes are rendered head->compile(1.0f/16.0f);}
SkeletonHeadModel::SkeletonHeadModel(){ _init(0, 35, 64, 64);}
SkeletonHeadModel::SkeletonHeadModel(int u, int v, int tw, int th){ _init(u,v,tw,th);}
void SkeletonHeadModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled){ setupAnim(time, r, bob, yRot, xRot, scale, entity);
head->render(scale,usecompiled);}
void SkeletonHeadModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim){ Model::setupAnim(time, r, bob, yRot, xRot, scale, entity, uiBitmaskOverrideAnim);
head->yRot = yRot / (180 / PI); head->xRot = xRot / (180 / PI);}