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42
Minecraft.Client/WolfRenderer.cpp
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42
Minecraft.Client/WolfRenderer.cpp
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#include "stdafx.h"
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#include "WolfRenderer.h"
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#include "MultiPlayerLocalPlayer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
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WolfRenderer::WolfRenderer(Model *model, Model *armor, float shadow) : MobRenderer(model, shadow)
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{
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setArmor(armor);
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}
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float WolfRenderer::getBob(shared_ptr<Mob> _mob, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Wolf> mob = dynamic_pointer_cast<Wolf>(_mob);
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return mob->getTailAngle();
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}
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int WolfRenderer::prepareArmor(shared_ptr<Mob> mob, int layer, float a)
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{
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if (mob->isInvisibleTo(Minecraft::GetInstance()->player)) return -1; // 4J-JEV: Todo, merge with java fix in '1.7.5'.
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shared_ptr<Wolf> wolf = dynamic_pointer_cast<Wolf>(mob);
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if (layer == 0 && wolf->isWet())
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{
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float brightness = wolf->getBrightness(a) * wolf->getWetShade(a);
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bindTexture(wolf->getTexture());
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glColor3f(brightness, brightness, brightness);
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return 1;
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}
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if (layer == 1 && wolf->isTame())
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{
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bindTexture(TN_MOB_WOLF_COLLAR);
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float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : wolf->getBrightness(a);
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int color = wolf->getCollarColor();
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glColor3f(brightness * Sheep::COLOR[color][0], brightness * Sheep::COLOR[color][1], brightness * Sheep::COLOR[color][2]);
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return 1;
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}
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return -1;
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}
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