the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "SkeletonModel.h" 3#include "..\Minecraft.World\Mth.h" 4#include "..\Minecraft.World\net.minecraft.world.entity.monster.h" 5#include "ModelPart.h" 6 7void SkeletonModel::_init(float g) 8{ 9 arm0 = new ModelPart(this, 24 + 16, 16); 10 arm0->addBox(-1, -2, -1, 2, 12, 2, g); // Arm0 11 arm0->setPos(-5, 2, 0); 12 13 arm1 = new ModelPart(this, 24 + 16, 16); 14 arm1->bMirror = true; 15 arm1->addBox(-1, -2, -1, 2, 12, 2, g); // Arm1 16 arm1->setPos(5, 2, 0); 17 18 leg0 = new ModelPart(this, 0, 16); 19 leg0->addBox(-1, 0, -1, 2, 12, 2, g); // Leg0 20 leg0->setPos(-2, 12, 0); 21 22 leg1 = new ModelPart(this, 0, 16); 23 leg1->bMirror = true; 24 leg1->addBox(-1, 0, -1, 2, 12, 2, g); // Leg1 25 leg1->setPos(2, 12, 0); 26 27 // 4J added - compile now to avoid random performance hit first time cubes are rendered 28 arm0->compile(1.0f/16.0f); 29 arm1->compile(1.0f/16.0f); 30 leg0->compile(1.0f/16.0f); 31 leg1->compile(1.0f/16.0f); 32} 33 34SkeletonModel::SkeletonModel() : ZombieModel(0, 0, 64, 32) 35{ 36 _init(0); 37} 38 39SkeletonModel::SkeletonModel(float g) : ZombieModel(g, 0, 64, 32) 40{ 41 _init(g); 42} 43 44void SkeletonModel::prepareMobModel(shared_ptr<LivingEntity> mob, float time, float r, float a) 45{ 46 ZombieModel::prepareMobModel(mob, time, r, a); 47 48 bowAndArrow = dynamic_pointer_cast<Skeleton>(mob)->getSkeletonType() == Skeleton::TYPE_WITHER; 49} 50 51void SkeletonModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim) 52{ 53 bowAndArrow=true; 54 ZombieModel::setupAnim(time, r, bob, yRot, xRot, scale, entity, uiBitmaskOverrideAnim); 55}