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 "SpiderRenderer.h"
3#include "SpiderModel.h"
4#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
5
6ResourceLocation SpiderRenderer::SPIDER_LOCATION = ResourceLocation(TN_MOB_SPIDER);
7ResourceLocation SpiderRenderer::SPIDER_EYES_LOCATION = ResourceLocation(TN_MOB_SPIDER_EYES);
8
9SpiderRenderer::SpiderRenderer() : MobRenderer(new SpiderModel(), 1.0f)
10{
11 this->setArmor(new SpiderModel());
12}
13
14float SpiderRenderer::getFlipDegrees(shared_ptr<LivingEntity> spider)
15{
16 return 180;
17}
18
19int SpiderRenderer::prepareArmor(shared_ptr<LivingEntity> _spider, int layer, float a)
20{
21 // 4J - dynamic cast required because we aren't using templates/generics in our version
22 shared_ptr<Spider> spider = dynamic_pointer_cast<Spider>(_spider);
23
24 if (layer!=0) return -1;
25 MemSect(31);
26 bindTexture(&SPIDER_EYES_LOCATION);
27 MemSect(0);
28 // 4J - changes brought forward from 1.8.2
29 float br = 1.0f; // was (1-spider->getBrightness(1))*0.5f;
30 glEnable(GL_BLEND);
31 // 4J Stu - We probably don't need to do this on 360 either (as we force it back on the renderer)
32 // However we do want it off for other platforms that don't force it on in the render lib CBuff handling
33 // Several texture packs have fully transparent bits that break if this is off
34#ifdef _XBOX
35 glDisable(GL_ALPHA_TEST);
36#endif
37 // 4J - changes brought forward from 1.8.2
38 glBlendFunc(GL_ONE, GL_ONE);
39 if (spider->isInvisible()) glDepthMask(false);
40 else glDepthMask(true);
41
42 if (SharedConstants::TEXTURE_LIGHTING)
43 {
44 // 4J - was 0xf0f0 but that looks like it is a mistake - maybe meant to be 0xf000f0 to enable both sky & block lighting? choosing 0x00f0 here instead
45 // as most likely replicates what the java game does, without breaking our lighting (which doesn't like UVs out of the 0 to 255 range)
46 int col = 0x00f0;
47 int u = col % 65536;
48 int v = col / 65536;
49
50 glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
51 glColor4f(1, 1, 1, 1);
52 }
53 // 4J - this doesn't seem right - surely there should be an else in here?
54 glColor4f(1, 1, 1, br);
55 return 1;
56}
57
58ResourceLocation *SpiderRenderer::getTextureLocation(shared_ptr<Entity> mob)
59{
60 return &SPIDER_LOCATION;
61}