Fix sitting model with two-layer skins (Thanks Daeslender) and fix sitting model not being in /client models list (Thanks Brett)

This commit is contained in:
UnknownShadow200 2017-04-14 08:02:01 +10:00
parent 32d86b2c5f
commit 96c9222c65
7 changed files with 75 additions and 63 deletions

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@ -22,7 +22,7 @@ namespace ClassicalSharp.Commands {
Help = new string[] { Help = new string[] {
"&a/client model [name]", "&a/client model [name]",
"&bnames: &echibi, chicken, creeper, human, pig, sheep", "&bnames: &echibi, chicken, creeper, human, pig, sheep",
"&e skeleton, spider, zombie, <numerical block id>", "&e skeleton, spider, zombie, sitting, <numerical block id>",
}; };
} }

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@ -114,8 +114,8 @@ namespace ClassicalSharp.Model {
index = 0; index = 0;
if (skinType != SkinType.Type64x32) { if (skinType != SkinType.Type64x32) {
DrawPart(model.TorsoLayer); DrawPart(model.TorsoLayer);
DrawRotate(p.anim.leftLegX, 0, 0, model.LeftLegLayer, false); DrawRotate(p.anim.leftLegX, 0, p.anim.leftLegZ, model.LeftLegLayer, false);
DrawRotate(p.anim.rightLegX, 0, 0, model.RightLegLayer, false); DrawRotate(p.anim.rightLegX, 0, p.anim.rightLegZ, model.RightLegLayer, false);
Rotate = RotateOrder.XZY; Rotate = RotateOrder.XZY;
DrawRotate(p.anim.leftArmX, 0, p.anim.leftArmZ, model.LeftArmLayer, false); DrawRotate(p.anim.leftArmX, 0, p.anim.leftArmZ, model.LeftArmLayer, false);
DrawRotate(p.anim.rightArmX, 0, p.anim.rightArmZ, model.RightArmLayer, false); DrawRotate(p.anim.rightArmX, 0, p.anim.rightArmZ, model.RightArmLayer, false);

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@ -178,9 +178,11 @@
<ClInclude Include="Typedefs.h" /> <ClInclude Include="Typedefs.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Compiler.c" />
<ClCompile Include="Noise.c" /> <ClCompile Include="Noise.c" />
<ClCompile Include="NotchyGenerator.c" /> <ClCompile Include="NotchyGenerator.c" />
<ClCompile Include="Random.c" /> <ClCompile Include="Random.c" />
<ClCompile Include="Test.c" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

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@ -56,5 +56,11 @@
<ClCompile Include="Noise.c"> <ClCompile Include="Noise.c">
<Filter>Source Files\Generator</Filter> <Filter>Source Files\Generator</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Test.c">
<Filter>Source Files\Generator</Filter>
</ClCompile>
<ClCompile Include="Compiler.c">
<Filter>Source Files\Generator</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

3
src/Client/Compiler.c Normal file
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@ -0,0 +1,3 @@
#include "Compiler.h"
#include "Typedefs.h"
int __stdcall DllMain(void* hinstDLL, UInt32 fdwReason, void* pvReserved) { return 1; }

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@ -18,5 +18,5 @@
#define EXPORT_FUNC __declspec(dllexport) #define EXPORT_FUNC __declspec(dllexport)
#define IMPORT_FUNC __declspec(dllimport) #define IMPORT_FUNC __declspec(dllimport)
int __stdcall DllMain(void* hinstDLL, UInt32 fdwReason, void* pvReserved) { return 1; } int __stdcall DllMain(void* hinstDLL, UInt32 fdwReason, void* pvReserved);
#endif #endif

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@ -18,6 +18,7 @@ typedef double Real64;
typedef UInt8 bool; typedef UInt8 bool;
#define true 1 #define true 1
#define false 0 #define false 0
#define NULL 0
typedef UInt8 BlockID; typedef UInt8 BlockID;
typedef UInt8 EntityID; typedef UInt8 EntityID;