forked from Kolyah35/minecraft-pe-0.6.1
few additions and bug fixes
Added Hand Sway (not an option yet) from b1,8 Fire works properly in multiplayer now and also renders on undead mobs in sunlight now hopefully fixed bow stuck bug on touchscreen devices Fire on entites uses updated rendering from b1.6.6 Shadow bug fix attempt the 15th Added looking at block in debug screen Zombie Pigman now renders his hat layer Temporarily disabled most randomlevelsource cave, canyon and tall grass code just for this commit to test performance
This commit is contained in:
@@ -857,6 +857,7 @@ void Minecraft::tickInput() {
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for (int i = 0; i < 5 * SharedConstants::TicksPerSecond; ++i)
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level->tick();
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}
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#endif
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}
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@@ -882,6 +883,9 @@ void Minecraft::tickInput() {
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handleBuildAction(&bai);
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} else {
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gameMode->stopDestroyBlock();
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if (player && player->isUsingItem()) {
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gameMode->releaseUsingItem(player);
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}
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}
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} else {
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// Desktop: left mouse = destroy/attack
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@@ -224,58 +224,58 @@ void Gui::handleClick(int button, int x, int y) {
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}
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}
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void Gui::handleKeyPressed(int key)
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{
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bool isChatting = (minecraft->screen && (dynamic_cast<ChatScreen*>(minecraft->screen) || dynamic_cast<ConsoleScreen*>(minecraft->screen)));
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if (isChatting) {
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// Allow scrolling the chat history with the mouse/keyboard when chat is open
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if (key == 38) { // VK_UP
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scrollChat(1);
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return;
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} else if (key == 40) { // VK_DOWN
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scrollChat(-1);
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return;
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} else if (key == 33) { // VK_PRIOR (Page Up)
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// Scroll by a page
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int screenHeight = (int)(minecraft->height * InvGuiScale);
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int maxVisible = (screenHeight - 48) / 9;
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scrollChat(maxVisible);
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return;
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} else if (key == 34) { // VK_NEXT (Page Down)
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int screenHeight = (int)(minecraft->height * InvGuiScale);
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int maxVisible = (screenHeight - 48) / 9;
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scrollChat(-maxVisible);
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return;
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void Gui::handleKeyPressed(int key)
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{
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bool isChatting = (minecraft->screen && (dynamic_cast<ChatScreen*>(minecraft->screen) || dynamic_cast<ConsoleScreen*>(minecraft->screen)));
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if (isChatting) {
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// Allow scrolling the chat history with the mouse/keyboard when chat is open
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if (key == 38) { // VK_UP
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scrollChat(1);
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return;
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} else if (key == 40) { // VK_DOWN
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scrollChat(-1);
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return;
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} else if (key == 33) { // VK_PRIOR (Page Up)
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// Scroll by a page
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int screenHeight = (int)(minecraft->height * InvGuiScale);
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int maxVisible = (screenHeight - 48) / 9;
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scrollChat(maxVisible);
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return;
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} else if (key == 34) { // VK_NEXT (Page Down)
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int screenHeight = (int)(minecraft->height * InvGuiScale);
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int maxVisible = (screenHeight - 48) / 9;
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scrollChat(-maxVisible);
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return;
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}
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}
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}
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if (key == Keyboard::KEY_F1) {
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minecraft->options.toggle(OPTIONS_HIDEGUI);
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}
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if (key == Keyboard::KEY_F1) {
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minecraft->options.toggle(OPTIONS_HIDEGUI);
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}
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if (key == 99)
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{
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if (minecraft->player->inventory->selected > 0)
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if (key == 99)
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{
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minecraft->player->inventory->selected--;
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if (minecraft->player->inventory->selected > 0)
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{
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minecraft->player->inventory->selected--;
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}
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}
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else if (key == 4)
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{
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if (minecraft->player->inventory->selected < (getNumSlots() - 2))
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{
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minecraft->player->inventory->selected++;
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}
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}
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else if (key == 100)
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{
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minecraft->screenChooser.setScreen(SCREEN_BLOCKSELECTION);
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}
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else if (key == minecraft->options.getIntValue(OPTIONS_KEY_DROP))
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{
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minecraft->player->inventory->dropSlot(minecraft->player->inventory->selected, false);
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}
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}
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else if (key == 4)
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{
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if (minecraft->player->inventory->selected < (getNumSlots() - 2))
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{
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minecraft->player->inventory->selected++;
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}
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}
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else if (key == 100)
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{
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minecraft->screenChooser.setScreen(SCREEN_BLOCKSELECTION);
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}
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else if (key == minecraft->options.getIntValue(OPTIONS_KEY_DROP))
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{
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minecraft->player->inventory->dropSlot(minecraft->player->inventory->selected, false);
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}
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}
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void Gui::scrollChat(int delta) {
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if (delta == 0)
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@@ -782,6 +782,25 @@ void Gui::renderDebugInfo() {
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long day = worldTime / Level::TICKS_PER_DAY;
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long seed = lvl ? lvl->getSeed() : 0;
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// Block looking at
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std::string CurrentTile = "Air";
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if (minecraft->hitResult.type == TILE) {
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int LookingX = minecraft->hitResult.x;
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int LookingY = minecraft->hitResult.y;
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int LookingZ = minecraft->hitResult.z;
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int tileID = minecraft->level->getTile(LookingX, LookingY, LookingZ);
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if (tileID > 0 && tileID < 256){
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Tile* LookingTile = Tile::tiles[tileID];
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if (LookingTile != NULL) {
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CurrentTile = LookingTile->getDescriptionId();
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} else {
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CurrentTile = "Unknown Tile";
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}
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} else {
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CurrentTile = "Air";
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}
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}
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// Build lines (NULL entry = blank gap)
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Font* font = minecraft->font;
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@@ -820,6 +839,9 @@ void Gui::renderDebugInfo() {
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sprintf(buf, "Biome: %s", biomeName);
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drawString(font, buf, 2, 124, 0xE0E0E0);
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sprintf(buf, "Looking at: %s", CurrentTile.c_str());
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drawString(font, buf, 2, 134, 0xE0E0E0);
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}
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else if (minecraft->options.getIntValue(OPTIONS_DEBUG_STYLE) == 1){
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@@ -40,10 +40,9 @@ HumanoidModel::HumanoidModel( float g /*= 0*/, float yOffset /*= 0*/, int texW /
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head.addBox(-4, -8, -4, 8, 8, 8, g); // Head
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head.setPos(0, 0 + yOffset, 0);
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if (modernSkin) {
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hair.addBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Outer head layer (hat)
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hair.setPos(0, 0 + yOffset, 0);
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}
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hair.addBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Outer head layer (hat)
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hair.setPos(0, 0 + yOffset, 0);
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body.addBox(-4, 0, -2, 8, 12, 4, g); // Body
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body.setPos(0, 0 + yOffset, 0);
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@@ -99,17 +98,17 @@ void HumanoidModel::render(Entity* e, float time, float r, float bob, float yRot
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setupAnim(time, r, bob, yRot, xRot, scale);
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// Sync overlay with head rotation/position
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if (texWidth == 64 && texHeight == 64) {
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hair.xRot = head.xRot;
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hair.yRot = head.yRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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}
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hair.xRot = head.xRot;
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hair.yRot = head.yRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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head.render(scale);
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if (texWidth == 64 && texHeight == 64) {
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hair.render(scale);
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}
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hair.render(scale);
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body.render(scale);
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arm0.render(scale);
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arm1.render(scale);
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@@ -123,12 +122,12 @@ void HumanoidModel::render( HumanoidModel* model, float scale )
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head.yRot = model->head.yRot;
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head.y = model->head.y;
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head.xRot = model->head.xRot;
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if (texWidth == 64 && texHeight == 64) {
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hair.yRot = head.yRot;
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hair.xRot = head.xRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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}
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hair.yRot = head.yRot;
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hair.xRot = head.xRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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arm0.xRot = model->arm0.xRot;
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arm0.zRot = model->arm0.zRot;
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@@ -273,7 +272,7 @@ void HumanoidModel::onGraphicsReset()
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arm1.onGraphicsReset();
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leg0.onGraphicsReset();
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leg1.onGraphicsReset();
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//hair.onGraphicsReset();
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hair.onGraphicsReset();
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}
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//void renderHair(float scale) {
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@@ -355,7 +355,11 @@ LocalPlayer::LocalPlayer(Minecraft* minecraft, Level* level, const std::string&
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armorTypeHash(0),
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sprinting(false),
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sprintDoubleTapTimer(0),
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prevForwardHeld(false)
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prevForwardHeld(false),
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xBob(0.0f),
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yBob(0.0f),
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xBobO(0.0f),
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yBobO(0.0f)
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{
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this->dimension = dimension;
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_init();
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@@ -550,6 +554,10 @@ void LocalPlayer::aiStep() {
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//if (onGround && abilities.flying)
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// abilities.flying = false;
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yBobO = yBob;
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xBobO = xBob;
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xBob += (xRot - xBob) * 0.5;
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yBob += (yRot - yBob) * 0.5;
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if (interpolateOnly())
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updateAi();
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@@ -22,6 +22,10 @@ public:
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virtual void reset();
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void tick();
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float yBob, xBob; // shredder added from b1.8/4j for the hand swaying animation
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float yBobO, xBobO; // shredder added from b1.8/4j for the hand swaying animation
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void move(float xa, float ya, float za);
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void aiStep();
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@@ -347,6 +347,7 @@ void GameRenderer::renderLevel(float a) {
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Lighting::turnOff();
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glDisable2(GL_BLEND);
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glBlendFunc2(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Lighting::turnOff();
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setupFog(0);
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glEnable2(GL_BLEND);
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glDisable2(GL_CULL_FACE);
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@@ -280,6 +280,9 @@ void ItemInHandRenderer::render( float a )
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float h = oHeight + (height - oHeight) * a;
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Player* player = mc->player;
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// if (selectedTile==NULL) return;
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LocalPlayer* localPlayer = (LocalPlayer*)(player);
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float xr = player->xRotO + (player->xRot - player->xRotO) * a; // shredder added for hand swaying
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glPushMatrix2();
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glRotatef2(player->xRotO + (player->xRot - player->xRotO) * a, 1, 0, 0);
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@@ -288,6 +291,16 @@ void ItemInHandRenderer::render( float a )
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Lighting::turnOn(mc);
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glPopMatrix2();
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if (localPlayer) // shredder added, basically does the hand swaying animation from b1.8
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{
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float xrr = localPlayer->xBobO + (localPlayer->xBob - localPlayer->xBobO) * a;
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float yrr = localPlayer->yBobO + (localPlayer->yBob - localPlayer->yBobO) * a;
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// 4J - was using player->xRot and yRot directly here rather than interpolating between old & current with a
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float yr = player->yRotO + (player->yRot - player->yRotO) * a;
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glRotatef((xr - xrr) * 0.1f, 1, 0, 0);
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glRotatef((yr - yrr) * 0.1f, 0, 1, 0);
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}
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float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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ItemInstance* item;// = selectedItem;
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@@ -133,6 +133,8 @@ void EntityRenderer::postRender(Entity* entity, float x, float y, float z, float
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}
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if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
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}
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// duplicate renderflame below is the pre b1.6.6 way flame rendered on player and mobs, probs gonna make it an option. - shredder
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/*
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void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a) {
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glDisable(GL_LIGHTING);
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int tex = ((Tile*)Tile::fire)->tex;
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@@ -178,6 +180,75 @@ void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a)
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glPopMatrix2();
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glEnable2(GL_LIGHTING);
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}
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*/
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// new renderflame ported from b1.6.6, fixes player height offset and also uses the newer style - shredder
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void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a) {
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glDisable(GL_LIGHTING);
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int tex = ((Tile*)Tile::fire)->tex;
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int xt = (tex & 0xf) << 4;
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int yt = tex & 0xf0;
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float u0 = (xt) / 256.0f;
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float u1 = (xt + 15.99f) / 256.0f;
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float v0 = (yt) / 256.0f;
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float v1 = (yt + 15.99f) / 256.0f;
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glPushMatrix2();
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glTranslatef2((float) x, (float) y, (float) z);
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float s = e->bbWidth * 1.4f;
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glScalef2(s, s, s);
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bindTexture("terrain.png");
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Tesselator& t = Tesselator::instance;
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float r = 0.5f;
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float xo = 0.0f;
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float h = e->bbHeight / s;
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float yo = (float)(e->y - e->bb.y0) / s;
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glRotatef2(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glTranslatef2(0, 0, -0.3f + ((int) h) * 0.02f);
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glColor4f2(1, 1, 1, 1);
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float zo = 0.0f;
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int cycle_counter = 0;
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t.begin();
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while (h > 0.0f) {
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float current_u0 = u0;
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float current_u1 = u1;
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float current_v0 = v0;
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float current_v1 = v1;
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if (cycle_counter % 2 != 0) {
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current_v0 = (yt + 16) / 256.0f;
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current_v1 = (yt + 16 + 15.99f) / 256.0f;
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}
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if ((cycle_counter / 2) % 2 == 0) {
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float tmp = current_u1;
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current_u1 = current_u0;
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current_u0 = tmp;
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}
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t.vertexUV(r - xo, 0.0f - yo, zo, current_u1, current_v1);
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t.vertexUV(-r - xo, 0.0f - yo, zo, current_u0, current_v1);
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t.vertexUV(-r - xo, 1.4f - yo, zo, current_u0, current_v0);
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t.vertexUV(r - xo, 1.4f - yo, zo, current_u1, current_v0);
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h -= 0.45f;
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yo -= 0.45f;
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r *= 0.9f;
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zo += 0.03f;
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cycle_counter++;
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}
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t.draw();
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glPopMatrix2();
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glEnable2(GL_LIGHTING);
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}
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void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float pow, float a) { //
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glEnable2(GL_BLEND);
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@@ -229,6 +300,8 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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glColor4f2(1, 1, 1, 1);
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glDisable2(GL_BLEND);
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glDepthMask(true);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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Level* EntityRenderer::getLevel() {
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@@ -218,6 +218,8 @@ void MobRenderer::renderNameTag(Mob* mob, const std::string& name, float x, floa
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glScalef2(-s, -s, s);
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glDisable(GL_LIGHTING);
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glDepthMask(false);
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glDisable2(GL_DEPTH_TEST);
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glEnable2(GL_BLEND);
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@@ -241,6 +243,7 @@ void MobRenderer::renderNameTag(Mob* mob, const std::string& name, float x, floa
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glDepthMask(true);
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font->draw(name, (float) fnameWidth, 0, 0xffffffff);
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glEnable(GL_LIGHTING);
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glDisable2(GL_BLEND);
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glColor4f2(1, 1, 1, 1);
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glPopMatrix2();
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