forked from pieeebot/cafeberry
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51ee0d8e57 | ||
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9ef66ed71b |
@@ -24,7 +24,7 @@ $folderCopies = @(
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@{ Source = "DurangoMedia"; Dest = "Windows64Media" },
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@{ Source = "Windows64Media"; Dest = "Windows64Media" },
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@{ Source = "PSVita\Tutorial"; Dest = "Windows64Media\Tutorial" },
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@{ Source = "Windows64Media\music"; Dest = "Windows64Media\music" },
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@{ Source = "music"; Dest = "Windows64Media\music" },
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@{ Source = "Windows64Media\Sound"; Dest = "Windows64Media\Sound" },
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@{ Source = "Common\Postbuilds\Contents\Windows64\redist64"; Dest = "redist64" }
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)
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Before Width: | Height: | Size: 139 KiB After Width: | Height: | Size: 154 KiB |
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Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 57 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 27 KiB |
@@ -832,7 +832,7 @@ void Tesselator::vertex(float x, float y, float z)
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pShortData[5] = (((int)(v * 8192.0f))&0xffff);
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int16_t u2 = ((int16_t*)&_tex2)[0];
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int16_t v2 = ((int16_t*)&_tex2)[1];
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#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
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#if defined _XBOX_ONE || defined __ORBIS__
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// Optimisation - pack the second UVs into a single short (they could actually go in a byte), which frees up a short to store the x offset for this chunk in the vertex itself.
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// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
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pShortData[6] = ( u2 << 8 ) | v2;
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@@ -48,6 +48,35 @@ bool Boat::makeStepSound()
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return false;
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}
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void Boat::checkFallDamage(int result, int onGround, double ya)
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{
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if (fallDistance <= 3.0) return;
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if ( !onGround )
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{
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int t = level->getTile(x, (floor(y) - 1.0), z);
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if ((!t || Tile::tiles[t]->material != Material::water) && ya < 0.0 )
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fallDistance -= ya;
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return;
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}
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causeFallDamage(fallDistance);
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if (!level->isClientSide && !removed)
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{
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remove();
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for (int i = 0; i < 3; i++)
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{
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spawnAtLocation(Tile::wood_Id, 1, 0);
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}
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for (int i = 0; i < 2; i++)
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{
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spawnAtLocation(Item::stick->id, 1, 0);
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}
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}
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fallDistance = 0.0;
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}
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void Boat::defineSynchedData()
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{
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entityData->define(DATA_ID_HURT, 0);
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@@ -36,6 +36,7 @@ public:
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Boat(Level *level);
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protected:
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virtual void checkFallDamage(int result, int onGround, double ya);
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virtual bool makeStepSound();
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virtual void defineSynchedData();
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@@ -147,6 +147,8 @@ void Zombie::aiStep()
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}
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}
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Monster::aiStep();
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if (isBaby())
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setSize(0.3f, 0.9f);
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}
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bool Zombie::hurt(DamageSource *source, float dmg)
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