feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
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@@ -3,19 +3,25 @@
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class Minecraft;
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class ItemInstance;
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class Minimap;
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class Mob;
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class LivingEntity;
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class TileRenderer;
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class Tesselator;
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class ItemInHandRenderer
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{
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public:
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// 4J - made these public
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static ResourceLocation ENCHANT_GLINT_LOCATION;
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static ResourceLocation MAP_BACKGROUND_LOCATION;
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static ResourceLocation UNDERWATER_LOCATION;
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private:
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Minecraft *mc;
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Minecraft *minecraft;
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shared_ptr<ItemInstance> selectedItem;
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float height;
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float oHeight;
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TileRenderer *tileRenderer;
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static int list, listGlint;
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static int listItem, listGlint, listTerrain;
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public:
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// 4J Stu - Made public so we can use it from ItemFramRenderer
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@@ -23,8 +29,8 @@ public:
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public:
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ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap = true); // 4J Added optimisedMinimap param
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void renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance> item, int layer, bool setColor = true); // 4J added setColor parameter
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static void renderItem3D(Tesselator *t, float u0, float v0, float u1, float v1, int width, int height, float depth, bool isGlint); // 4J added isGlint parameter
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void renderItem(shared_ptr<LivingEntity> mob, shared_ptr<ItemInstance> item, int layer, bool setColor = true); // 4J added setColor parameter
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static void renderItem3D(Tesselator *t, float u0, float v0, float u1, float v1, int width, int height, float depth, bool isGlint, bool isTerrain); // 4J added isGlint and isTerrain parameter
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public:
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void render(float a);
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void renderScreenEffect(float a);
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