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feat: init
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#include "stdafx.h"
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#include "SheepRenderer.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
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ResourceLocation SheepRenderer::SHEEP_LOCATION = ResourceLocation(TN_MOB_SHEEP);
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ResourceLocation SheepRenderer::SHEEP_FUR_LOCATION = ResourceLocation(TN_MOB_SHEEP_FUR);
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SheepRenderer::SheepRenderer(Model *model, Model *armor, float shadow) : MobRenderer(model, shadow)
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{
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setArmor(armor);
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}
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int SheepRenderer::prepareArmor(shared_ptr<LivingEntity> _sheep, int layer, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Sheep> sheep = dynamic_pointer_cast<Sheep>(_sheep);
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if (layer == 0 && !sheep->isSheared() &&
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!sheep->isInvisibleTo(Minecraft::GetInstance()->player)) // 4J-JEV: Todo, merge with java fix (for invisible sheep armour) in '1.7.5'.
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{
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MemSect(31);
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bindTexture(&SHEEP_FUR_LOCATION);
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MemSect(0);
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if (sheep->hasCustomName() && sheep->getCustomName().compare(L"jeb_") == 0)
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{
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// easter egg...
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int colorDuration = 25;
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int value = (sheep->tickCount / colorDuration) + sheep->entityId;
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int c1 = value % Sheep::COLOR_LENGTH;
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int c2 = (value + 1) % Sheep::COLOR_LENGTH;
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float subStep = ((sheep->tickCount % colorDuration) + a) / (float) colorDuration;
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glColor3f(Sheep::COLOR[c1][0] * (1.0f - subStep) + Sheep::COLOR[c2][0] * subStep, Sheep::COLOR[c1][1] * (1.0f - subStep) + Sheep::COLOR[c2][1] * subStep, Sheep::COLOR[c1][2]
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* (1.0f - subStep) + Sheep::COLOR[c2][2] * subStep);
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}
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else
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{
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int color = sheep->getColor();
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glColor3f(Sheep::COLOR[color][0], Sheep::COLOR[color][1], Sheep::COLOR[color][2]);
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}
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// 4J - change brought forward from 1.8.2
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
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int color = sheep->getColor();
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glColor3f(brightness * Sheep::COLOR[color][0], brightness * Sheep::COLOR[color][1], brightness * Sheep::COLOR[color][2]);
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return 1;
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}
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return -1;
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}
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void SheepRenderer::render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a)
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{
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MobRenderer::render(mob, x, y, z, rot, a);
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}
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ResourceLocation *SheepRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &SHEEP_LOCATION;
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}
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