Made the world actually load!
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resources/char.png
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BIN
resources/char.png
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@ -52,13 +52,7 @@ public class MinecraftMain {
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//minecraft.minecraftUri = "127.0.0.1:25565";
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minecraft.session = new Session("PeytonPlayz595", "WebGL-Emulator");
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Thread thread = new Thread (minecraft, "Minecraft main Thread");
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try {
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thread.run();
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} catch(Exception e) {
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minecraft.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + e + "]"));
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e.printStackTrace();
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return;
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}
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thread.run();
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}
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@JSBody(params = { }, script = "return window.classicConfig;")
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@ -596,6 +596,9 @@ public final class Minecraft implements Runnable {
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}
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public final void setLevel(World var1) {
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this.theWorld = var1;
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if(this.theWorld != null) {
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this.theWorld.setLevel();
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}
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@ -163,7 +163,7 @@ public class RenderEngine {
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}
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public int getTextureForDownloadableImage(String s, String s1) {
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return getTexture("/mob/char.png");
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return getTexture("/char.png");
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}
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private int averageColor(int i, int j) {
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@ -95,7 +95,7 @@ public abstract class Render {
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Render var27 = this;
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GL11.glEnable(GL11.GL_BLEND);
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RenderEngine var10 = this.renderManager.renderEngine;
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RenderEngine.bindTexture(var10.getTexture("%%/shadow.png"));
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RenderEngine.bindTexture(var10.getTexture("%clamp%/shadow.png"));
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World var11 = this.renderManager.worldObj;
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GL11.glDepthMask(false);
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var12 = this.shadowSize;
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@ -22,93 +22,88 @@ public class RenderLiving extends Render {
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public void a(EntityLiving var1, float var2, float var3, float var4, float var5, float var6) {
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_CULL_FACE);
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try {
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var5 = var1.prevRenderYawOffset + (var1.renderYawOffset - var1.prevRenderYawOffset) * var6;
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float var7 = var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var6;
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float var8 = var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var6;
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GL11.glTranslatef(var2, var3, var4);
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var2 = (float)var1.ticksExisted + var6;
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GL11.glRotatef(180.0F - var5, 0.0F, 1.0F, 0.0F);
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if(var1.deathTime > 0) {
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var3 = ((float)var1.deathTime + var6 - 1.0F) / 20.0F * 1.6F;
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var3 = MathHelper.sqrt_float(var3);
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if(var3 > 1.0F) {
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var3 = 1.0F;
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}
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GL11.glRotatef(var3 * this.getDeathMaxRotation(var1), 0.0F, 0.0F, 1.0F);
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}
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GL11.glScalef(-(1.0F / 16.0F), -(1.0F / 16.0F), 1.0F / 16.0F);
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this.preRenderCallback(var1, var6);
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GL11.glTranslatef(0.0F, -24.0F, 0.0F);
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GL11.glEnable(GL11.GL_NORMALIZE);
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var3 = var1.prevLimbYaw + (var1.limbYaw - var1.prevLimbYaw) * var6;
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var4 = var1.limbSwing - var1.limbYaw * (1.0F - var6);
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var5 = var1.prevRenderYawOffset + (var1.renderYawOffset - var1.prevRenderYawOffset) * var6;
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float var7 = var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var6;
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float var8 = var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var6;
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GL11.glTranslatef(var2, var3, var4);
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var2 = (float)var1.ticksExisted + var6;
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GL11.glRotatef(180.0F - var5, 0.0F, 1.0F, 0.0F);
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if(var1.deathTime > 0) {
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var3 = ((float)var1.deathTime + var6 - 1.0F) / 20.0F * 1.6F;
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var3 = MathHelper.sqrt_float(var3);
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if(var3 > 1.0F) {
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var3 = 1.0F;
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}
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this.loadDownloadableImageTexture(var1.skinUrl, var1.getTexture());
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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GL11.glRotatef(var3 * this.getDeathMaxRotation(var1), 0.0F, 0.0F, 1.0F);
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}
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for(int var9 = 0; var9 < 4; ++var9) {
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if(this.shouldRenderPass(var1, var9)) {
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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}
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}
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GL11.glScalef(-(1.0F / 16.0F), -(1.0F / 16.0F), 1.0F / 16.0F);
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this.preRenderCallback(var1, var6);
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GL11.glTranslatef(0.0F, -24.0F, 0.0F);
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GL11.glEnable(GL11.GL_NORMALIZE);
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var3 = var1.prevLimbYaw + (var1.limbYaw - var1.prevLimbYaw) * var6;
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var4 = var1.limbSwing - var1.limbYaw * (1.0F - var6);
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if(var3 > 1.0F) {
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var3 = 1.0F;
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}
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float var15 = var1.getEntityBrightness(var6);
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int var14 = this.getColorMultiplier(var1, var15, var6);
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if(var14 >>> 24 > 0 || var1.hurtTime > 0 || var1.deathTime > 0) {
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDepthFunc(GL11.GL_EQUAL);
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if(var1.hurtTime > 0 || var1.deathTime > 0) {
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GL11.glColor4f(var15, 0.0F, 0.0F, 0.4F);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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this.loadDownloadableImageTexture(var1.skinUrl, var1.getTexture());
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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for(int var10 = 0; var10 < 4; ++var10) {
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if(this.shouldRenderPass(var1, var10)) {
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GL11.glColor4f(var15, 0.0F, 0.0F, 0.4F);
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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}
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}
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}
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if(var14 >>> 24 > 0) {
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float var16 = (float)(var14 >> 16 & 255) / 255.0F;
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var15 = (float)(var14 >> 8 & 255) / 255.0F;
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float var11 = (float)(var14 & 255) / 255.0F;
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var6 = (float)(var14 >>> 24) / 255.0F;
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GL11.glColor4f(var16, var15, var11, var6);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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for(int var12 = 0; var12 < 4; ++var12) {
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if(this.shouldRenderPass(var1, var12)) {
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GL11.glColor4f(var16, var15, var11, var6);
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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}
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}
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}
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GL11.glDepthFunc(GL11.GL_LEQUAL);
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for(int var9 = 0; var9 < 4; ++var9) {
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if(this.shouldRenderPass(var1, var9)) {
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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}
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float var15 = var1.getEntityBrightness(var6);
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int var14 = this.getColorMultiplier(var1, var15, var6);
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if(var14 >>> 24 > 0 || var1.hurtTime > 0 || var1.deathTime > 0) {
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDepthFunc(GL11.GL_EQUAL);
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if(var1.hurtTime > 0 || var1.deathTime > 0) {
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GL11.glColor4f(var15, 0.0F, 0.0F, 0.4F);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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for(int var10 = 0; var10 < 4; ++var10) {
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if(this.shouldRenderPass(var1, var10)) {
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GL11.glColor4f(var15, 0.0F, 0.0F, 0.4F);
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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}
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}
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}
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GL11.glDisable(GL11.GL_NORMALIZE);
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} catch (Exception var13) {
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var13.printStackTrace();
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if(var14 >>> 24 > 0) {
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float var16 = (float)(var14 >> 16 & 255) / 255.0F;
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var15 = (float)(var14 >> 8 & 255) / 255.0F;
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float var11 = (float)(var14 & 255) / 255.0F;
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var6 = (float)(var14 >>> 24) / 255.0F;
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GL11.glColor4f(var16, var15, var11, var6);
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this.mainModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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for(int var12 = 0; var12 < 4; ++var12) {
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if(this.shouldRenderPass(var1, var12)) {
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GL11.glColor4f(var16, var15, var11, var6);
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this.renderPassModel.render(var4, var3, var2, var7 - var5, var8, 1.0F);
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}
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}
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}
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GL11.glDepthFunc(GL11.GL_LEQUAL);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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GL11.glDisable(GL11.GL_NORMALIZE);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glPopMatrix();
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}
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