the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "SheepRenderer.h"
3#include "MultiPlayerLocalPlayer.h"
4#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
5
6ResourceLocation SheepRenderer::SHEEP_LOCATION = ResourceLocation(TN_MOB_SHEEP);
7ResourceLocation SheepRenderer::SHEEP_FUR_LOCATION = ResourceLocation(TN_MOB_SHEEP_FUR);
8
9SheepRenderer::SheepRenderer(Model *model, Model *armor, float shadow) : MobRenderer(model, shadow)
10{
11 setArmor(armor);
12}
13
14int SheepRenderer::prepareArmor(shared_ptr<LivingEntity> _sheep, int layer, float a)
15{
16 // 4J - dynamic cast required because we aren't using templates/generics in our version
17 shared_ptr<Sheep> sheep = dynamic_pointer_cast<Sheep>(_sheep);
18
19 if (layer == 0 && !sheep->isSheared() &&
20 !sheep->isInvisibleTo(Minecraft::GetInstance()->player)) // 4J-JEV: Todo, merge with java fix (for invisible sheep armour) in '1.7.5'.
21 {
22 MemSect(31);
23 bindTexture(&SHEEP_FUR_LOCATION);
24 MemSect(0);
25
26 if (sheep->hasCustomName() && sheep->getCustomName().compare(L"jeb_") == 0)
27 {
28 // easter egg...
29 int colorDuration = 25;
30 int value = (sheep->tickCount / colorDuration) + sheep->entityId;
31 int c1 = value % Sheep::COLOR_LENGTH;
32 int c2 = (value + 1) % Sheep::COLOR_LENGTH;
33 float subStep = ((sheep->tickCount % colorDuration) + a) / (float) colorDuration;
34
35 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]
36 * (1.0f - subStep) + Sheep::COLOR[c2][2] * subStep);
37 }
38 else
39 {
40 int color = sheep->getColor();
41 glColor3f(Sheep::COLOR[color][0], Sheep::COLOR[color][1], Sheep::COLOR[color][2]);
42 }
43
44
45 // 4J - change brought forward from 1.8.2
46 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
47 int color = sheep->getColor();
48 glColor3f(brightness * Sheep::COLOR[color][0], brightness * Sheep::COLOR[color][1], brightness * Sheep::COLOR[color][2]);
49 return 1;
50 }
51 return -1;
52}
53
54void SheepRenderer::render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a)
55{
56 MobRenderer::render(mob, x, y, z, rot, a);
57}
58
59ResourceLocation *SheepRenderer::getTextureLocation(shared_ptr<Entity> mob)
60{
61 return &SHEEP_LOCATION;
62}