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https://github.com/celisej567/mcpe.git
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Merge devel into master (#78)
* * Turn survival back on for now. * * Add TP command. * * Fix fall damage reset. * * Mob hitting works. I've disabled entity shading though. Will get back to it at some point, promise! * * Knockback * * Mobs now rotate when they die. * * Fire fix
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@@ -60,11 +60,13 @@ void Cube::addBox(float x, float y, float z, int d, int e, int f, float g)
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m_faces[4] = PolygonQuad(&m_verts[1], &m_verts[0], &m_verts[3], &m_verts[2], m + f, n + f, m + f + d, n + f + e); // z1 face
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m_faces[5] = PolygonQuad(&m_verts[4], &m_verts[5], &m_verts[6], &m_verts[7], m + f + d + f, n + f, m + f + d + f + d, n + f + e); // z2 face
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#ifdef ENH_ENTITY_SHADING
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m_faces[0].setColor(0.6f, 0.6f, 0.6f);
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m_faces[1].setColor(0.6f, 0.6f, 0.6f);
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m_faces[4].setColor(0.8f, 0.8f, 0.8f);
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m_faces[5].setColor(0.8f, 0.8f, 0.8f);
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m_faces[3].setColor(0.5f, 0.5f, 0.5f);
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#endif
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if (field_18)
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{
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@@ -92,7 +94,11 @@ void Cube::compile(float scale)
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void Cube::draw()
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{
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#ifdef ENH_ENTITY_SHADING
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drawArrayVTC(m_buffer, 36, sizeof(Tesselator::Vertex));
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#else
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drawArrayVT(m_buffer, 36, sizeof(Tesselator::Vertex));
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#endif
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}
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void Cube::drawSlow(float scale)
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@@ -172,12 +178,14 @@ void Cube::setBrightness(float b)
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m_brightness = b;
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#ifdef ENH_ENTITY_SHADING
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m_faces[0].setColor(0.6f * b, 0.6f * b, 0.6f * b);
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m_faces[1].setColor(0.6f * b, 0.6f * b, 0.6f * b);
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m_faces[2].setColor(1.0f * b, 1.0f * b, 1.0f * b);
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m_faces[3].setColor(0.5f * b, 0.5f * b, 0.5f * b);
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m_faces[4].setColor(0.8f * b, 0.8f * b, 0.8f * b);
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m_faces[5].setColor(0.8f * b, 0.8f * b, 0.8f * b);
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#endif
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}
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void Cube::setPos(float x, float y, float z)
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