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 "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}