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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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1.6 kB · 55 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455#include "stdafx.h"#include "SkeletonModel.h"#include "..\Minecraft.World\Mth.h"#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"#include "ModelPart.h"
void SkeletonModel::_init(float g){ arm0 = new ModelPart(this, 24 + 16, 16); arm0->addBox(-1, -2, -1, 2, 12, 2, g); // Arm0 arm0->setPos(-5, 2, 0);
arm1 = new ModelPart(this, 24 + 16, 16); arm1->bMirror = true; arm1->addBox(-1, -2, -1, 2, 12, 2, g); // Arm1 arm1->setPos(5, 2, 0);
leg0 = new ModelPart(this, 0, 16); leg0->addBox(-1, 0, -1, 2, 12, 2, g); // Leg0 leg0->setPos(-2, 12, 0);
leg1 = new ModelPart(this, 0, 16); leg1->bMirror = true; leg1->addBox(-1, 0, -1, 2, 12, 2, g); // Leg1 leg1->setPos(2, 12, 0);
// 4J added - compile now to avoid random performance hit first time cubes are rendered arm0->compile(1.0f/16.0f); arm1->compile(1.0f/16.0f); leg0->compile(1.0f/16.0f); leg1->compile(1.0f/16.0f);}
SkeletonModel::SkeletonModel() : ZombieModel(0, 0, 64, 32){ _init(0);}
SkeletonModel::SkeletonModel(float g) : ZombieModel(g, 0, 64, 32){ _init(g);}
void SkeletonModel::prepareMobModel(shared_ptr<LivingEntity> mob, float time, float r, float a){ ZombieModel::prepareMobModel(mob, time, r, a);
bowAndArrow = dynamic_pointer_cast<Skeleton>(mob)->getSkeletonType() == Skeleton::TYPE_WITHER;}
void SkeletonModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim){ bowAndArrow=true; ZombieModel::setupAnim(time, r, bob, yRot, xRot, scale, entity, uiBitmaskOverrideAnim);}