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https://git.neolegacy.dev/neoStudiosLCE/neoLegacy.git
synced 2026-07-16 02:50:39 +00:00
fix: armorstand head now renders correctly
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@@ -21,11 +21,9 @@ static const float DEG_TO_RAD = 3.14159265f / 180.0f;
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ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
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ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
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: HumanoidArmorLayer(renderer)
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{
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delete armorModel1;
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delete armorModel2;
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armorModel1 = new ArmorStandArmorModel(0.5f);
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@@ -46,21 +44,18 @@ ArmorStandRenderer::ArmorStandRenderer()
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armorLayer = new ArmorStandArmorLayer(this);
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ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
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headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
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}
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ArmorStandRenderer::~ArmorStandRenderer() {}
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ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
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{
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return &LOC_ARMOR_STAND;
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}
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bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
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{
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if (!entity) return false;
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@@ -85,7 +80,6 @@ void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
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}
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}
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void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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double x, double y, double z,
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float rot, float a)
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@@ -93,7 +87,6 @@ void ArmorStandRenderer::render(shared_ptr<Entity> entity,
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LivingEntityRenderer::render(entity, x, y, z, rot, a);
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}
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void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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float wp, float ws, float bob,
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float headRotMinusBodyRot,
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@@ -120,6 +113,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
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rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
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);
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if (armorLayer)
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{
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auto applyPose = [&](HumanoidModel* am)
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@@ -157,7 +151,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
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if (headLayer)
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{
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float fScale = 1.0f / 16.0f;
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@@ -171,39 +165,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
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{
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shared_ptr<ItemInstance> headGear = mob->getArmor(3);
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if (!headGear) return;
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if ((mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_DontRenderArmour)) != 0) return;
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Item* item = headGear->getItem();
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if (!item) return;
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if (dynamic_cast<SkullItem*>(item)) return;
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if (item->id >= 256) return;
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ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
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if (!m || !m->head) return;
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glPushMatrix();
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m->head->translateTo(1.0f / 16.0f);
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if (Tile::tiles[headGear->id] != nullptr
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&& TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
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{
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float s = 10.0f / 16.0f;
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glTranslatef(0.0f, -4.0f / 16.0f, 0.0f);
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
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glScalef(s, -s, s);
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}
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this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
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glPopMatrix();
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}
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@@ -217,59 +179,14 @@ int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, fl
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Item* item = itemInstance->getItem();
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if (!item) return -1;
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SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
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if (skullItem && layer == 0)
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{
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HumanoidModel* am = armorLayer->getArmorModel(layer);
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if (!am) return -1;
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am->head->visible = true;
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if (am->hair) am->hair->visible = false;
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am->body->visible = false;
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am->arm0->visible = false;
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am->arm1->visible = false;
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am->leg0->visible = false;
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am->leg1->visible = false;
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int skullType = itemInstance->getAuxValue() & 0xF;
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switch (skullType)
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{
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case SkullTileEntity::TYPE_WITHER:
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bindTexture(&PlayerRenderer::WITHER_SKELETON_LOCATION);
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break;
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case SkullTileEntity::TYPE_ZOMBIE:
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bindTexture(&PlayerRenderer::ZOMBIE_LOCATION);
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break;
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case SkullTileEntity::TYPE_CREEPER:
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bindTexture(&PlayerRenderer::CREEPER_LOCATION);
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break;
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case SkullTileEntity::TYPE_CHAR:
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bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
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break;
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case SkullTileEntity::TYPE_SKELETON:
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default:
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bindTexture(&PlayerRenderer::SKELETON_LOCATION);
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break;
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}
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setArmor(am);
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am->attackTime = model->attackTime;
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am->riding = model->riding;
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am->young = mob->isBaby();
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return 1;
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}
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ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
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if (!armorItem) return -1;
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if (!armorItem) return -1;
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bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
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HumanoidModel* am = armorLayer->getArmorModel(layer);
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if (!am) return -1;
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am->head->visible = (layer == 0);
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if (am->hair) am->hair->visible = (layer == 0);
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am->body->visible = (layer == 1 || layer == 2);
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