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91
Minecraft.Client/ZombieRenderer.cpp
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91
Minecraft.Client/ZombieRenderer.cpp
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#include "stdafx.h"
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#include "ZombieModel.h"
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#include "VillagerZombieModel.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
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#include "ZombieRenderer.h"
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ZombieRenderer::ZombieRenderer() : HumanoidMobRenderer(new ZombieModel(), .5f, 1.0f)
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{
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modelVersion = 1;
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defaultModel = humanoidModel;
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villagerModel = new VillagerZombieModel();
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defaultArmorParts1 = NULL;
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defaultArmorParts2 = NULL;
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villagerArmorParts1 = NULL;
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villagerArmorParts2 = NULL;
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createArmorParts();
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}
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void ZombieRenderer::createArmorParts()
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{
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delete armorParts1;
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delete armorParts2;
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armorParts1 = new ZombieModel(1.0f, true);
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armorParts2 = new ZombieModel(0.5f, true);
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defaultArmorParts1 = armorParts1;
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defaultArmorParts2 = armorParts2;
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villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
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villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
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}
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int ZombieRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
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{
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shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
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swapArmor(mob);
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return HumanoidMobRenderer::prepareArmor(_mob, layer, a);
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}
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void ZombieRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
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{
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shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
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swapArmor(mob);
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HumanoidMobRenderer::render(_mob, x, y, z, rot, a);
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}
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void ZombieRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
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{
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shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
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swapArmor(mob);
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HumanoidMobRenderer::additionalRendering(_mob, a);
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}
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void ZombieRenderer::swapArmor(shared_ptr<Zombie> mob)
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{
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if (mob->isVillager())
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{
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//if (modelVersion != villagerModel->version())
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//{
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// villagerModel = new VillagerZombieModel();
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// modelVersion = villagerModel->version();
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// villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
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// villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
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//}
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model = villagerModel;
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armorParts1 = villagerArmorParts1;
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armorParts2 = villagerArmorParts2;
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}
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else
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{
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model = defaultModel;
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armorParts1 = defaultArmorParts1;
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armorParts2 = defaultArmorParts2;
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}
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humanoidModel = (HumanoidModel *) model;
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}
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void ZombieRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
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{
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shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
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if (mob->isConverting())
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{
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bodyRot += (float) (cos(mob->tickCount * 3.25) * PI * .25f);
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}
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HumanoidMobRenderer::setupRotations(mob, bob, bodyRot, a);
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}
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