the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
at main 63 lines 2.2 kB view raw
1#pragma once 2#include "..\Minecraft.World\ArrayWithLength.h" 3#include "Vertex.h" 4#include "Polygon.h" 5#include "Model.h" 6#include "..\Minecraft.Client\SkinBox.h" 7 8class Cube; 9 10class ModelPart 11{ 12public: 13 float xTexSize; 14 float yTexSize; 15 float x, y, z; 16 float xRot, yRot, zRot; 17 bool bMirror; 18 bool visible; 19 bool neverRender; 20 vector <Cube *> cubes; 21 vector <ModelPart *> children; 22 static const float RAD; 23 float translateX, translateY, translateZ; 24 25private: 26 wstring id; 27 int xTexOffs, yTexOffs; 28 boolean compiled; 29 int list; 30 Model *model; 31 32public: 33 void _init(); // 4J added 34 ModelPart(); 35 ModelPart(Model *model, const wstring &id); 36 ModelPart(Model *model); 37 ModelPart(Model *model, int xTexOffs, int yTexOffs); 38 39 // MGH - had to add these for PS3, as calling constructors from others was only introduced in c++11 - https://en.wikipedia.org/wiki/C++11#Object_construction_improvement 40 void construct(Model *model, const wstring &id); 41 void construct(Model *model); 42 void construct(Model *model, int xTexOffs, int yTexOffs); 43 44 void addChild(ModelPart *child); 45 ModelPart * retrieveChild(SKIN_BOX *pBox); 46 ModelPart *mirror(); 47 ModelPart *texOffs(int xTexOffs, int yTexOffs); 48 ModelPart *addBox(wstring id, float x0, float y0, float z0, int w, int h, int d); 49 ModelPart *addBox(float x0, float y0, float z0, int w, int h, int d); 50 ModelPart *addBoxWithMask(float x0, float y0, float z0, int w, int h, int d, int faceMask); // 4J added 51 void addBox(float x0, float y0, float z0, int w, int h, int d, float g); 52 void addHumanoidBox(float x0, float y0, float z0, int w, int h, int d, float g); // 4J - to flip the poly 3 uvs so the skin maps correctly 53 void addTexBox(float x0, float y0, float z0, int w, int h, int d, int tex); 54 void setPos(float x, float y, float z); 55 void render(float scale, bool usecompiled,bool bHideParentBodyPart=false); 56 void renderRollable(float scale, bool usecompiled); 57 void translateTo(float scale); 58 ModelPart *setTexSize(int xs, int ys); 59 void mimic(ModelPart *o); 60 void compile(float scale); 61 int getfU() {return xTexOffs;} 62 int getfV() {return yTexOffs;} 63 };