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 "ZombieModel.h"
3#include "VillagerZombieModel.h"
4#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
5#include "ZombieRenderer.h"
6
7ResourceLocation ZombieRenderer::ZOMBIE_PIGMAN_LOCATION(TN_MOB_PIGZOMBIE);
8ResourceLocation ZombieRenderer::ZOMBIE_LOCATION(TN_MOB_ZOMBIE);
9ResourceLocation ZombieRenderer::ZOMBIE_VILLAGER_LOCATION(TN_MOB_ZOMBIE_VILLAGER);
10
11ZombieRenderer::ZombieRenderer() : HumanoidMobRenderer(new ZombieModel(), .5f, 1.0f)
12{
13 modelVersion = 1;
14 defaultModel = humanoidModel;
15 villagerModel = new VillagerZombieModel();
16
17 defaultArmorParts1 = NULL;
18 defaultArmorParts2 = NULL;
19
20 villagerArmorParts1 = NULL;
21 villagerArmorParts2 = NULL;
22
23 createArmorParts();
24}
25
26void ZombieRenderer::createArmorParts()
27{
28 delete armorParts1;
29 delete armorParts2;
30
31 armorParts1 = new ZombieModel(1.0f, true);
32 armorParts2 = new ZombieModel(0.5f, true);
33
34 defaultArmorParts1 = armorParts1;
35 defaultArmorParts2 = armorParts2;
36
37 villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
38 villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
39}
40
41int ZombieRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
42{
43 shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
44 swapArmor(mob);
45 return HumanoidMobRenderer::prepareArmor(_mob, layer, a);
46}
47
48void ZombieRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
49{
50 shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
51 swapArmor(mob);
52 HumanoidMobRenderer::render(_mob, x, y, z, rot, a);
53}
54
55ResourceLocation *ZombieRenderer::getTextureLocation(shared_ptr<Entity> entity)
56{
57 shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(entity);
58
59 // TODO Extract this clusterfck into 3 renderers
60 if ( entity->instanceof(eTYPE_PIGZOMBIE) )
61 {
62 return &ZOMBIE_PIGMAN_LOCATION;
63 }
64
65 if (mob->isVillager())
66 {
67 return &ZOMBIE_VILLAGER_LOCATION;
68 }
69 return &ZOMBIE_LOCATION;
70}
71
72void ZombieRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
73{
74 shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
75 swapArmor(mob);
76 HumanoidMobRenderer::additionalRendering(_mob, a);
77}
78
79void ZombieRenderer::swapArmor(shared_ptr<Zombie> mob)
80{
81 if (mob->isVillager())
82 {
83 //if (modelVersion != villagerModel->version())
84 //{
85 // villagerModel = new VillagerZombieModel();
86 // modelVersion = villagerModel->version();
87 // villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
88 // villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
89 //}
90 model = villagerModel;
91 armorParts1 = villagerArmorParts1;
92 armorParts2 = villagerArmorParts2;
93 }
94 else
95 {
96 model = defaultModel;
97 armorParts1 = defaultArmorParts1;
98 armorParts2 = defaultArmorParts2;
99 }
100
101 humanoidModel = (HumanoidModel *) model;
102}
103
104void ZombieRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
105{
106 shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
107 if (mob->isConverting())
108 {
109 bodyRot += (float) (cos(mob->tickCount * 3.25) * PI * .25f);
110 }
111 HumanoidMobRenderer::setupRotations(mob, bob, bodyRot, a);
112}