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41
Minecraft.Client/BoatRenderer.cpp
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41
Minecraft.Client/BoatRenderer.cpp
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#include "stdafx.h"
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#include "BoatRenderer.h"
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#include "BoatModel.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
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#include "..\Minecraft.World\Mth.h"
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BoatRenderer::BoatRenderer() : EntityRenderer()
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{
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this->shadowRadius = 0.5f;
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model = new BoatModel();
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}
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void BoatRenderer::render(shared_ptr<Entity> _boat, double x, double y, double z, float rot, float a)
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{
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// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
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// do some casting around instead
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shared_ptr<Boat> boat = dynamic_pointer_cast<Boat>(_boat);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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glRotatef(180-rot, 0, 1, 0);
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float hurt = boat->getHurtTime() - a;
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float dmg = boat->getDamage() - a;
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if (dmg<0) dmg = 0;
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if (hurt>0)
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{
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glRotatef(Mth::sin(hurt)*hurt*dmg/10*boat->getHurtDir(), 1, 0, 0);
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}
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bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
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float ss = 12/16.0f;
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glScalef(ss, ss, ss);
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glScalef(1/ss, 1/ss, 1/ss);
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bindTexture(TN_ITEM_BOAT); // 4J was L"/item/boat.png"
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glScalef(-1, -1, 1);
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model->render(boat, 0, 0, -0.1f, 0, 0, 1 / 16.0f, true);
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glPopMatrix();
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}
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