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C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
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@@ -9,36 +9,27 @@
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#include "ItemEntity.hpp"
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#include "world/level/Level.hpp"
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ItemEntity::ItemEntity(Level* level) : Entity(level)
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#ifndef ORIGINAL_CODE
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, m__itemInstance(0, 0, 0)
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#endif
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void ItemEntity::_init(ItemInstance* itemInstance)
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{
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field_E0 = 0;
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field_E4 = 0;
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field_EC = 0;
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m_health = 5;
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// @NOTE: not setting render type
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field_E8 = 2 * float(M_PI) * Mth::random();
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setSize(0.25f, 0.25f);
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field_84 = field_8C * 0.5f;
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m__itemInstance = itemInstance ? *itemInstance : ItemInstance(0, 0, 0);
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m_pItemInstance = &m__itemInstance;
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}
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ItemEntity::ItemEntity(Level* level, float x, float y, float z, ItemInstance* itemInstance) :
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Entity(level)
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#ifndef ORIGINAL_CODE
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, m__itemInstance(0, 0, 0)
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#endif
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void ItemEntity::_init(ItemInstance* itemInstance, float x, float y, float z)
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{
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field_C8 = RENDER_ITEM;
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field_E8 = 2 * float(M_PI) * Mth::random();
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setSize(0.25f, 0.25f);
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field_84 = field_8C * 0.5f;
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setPos(x, y, z);
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_init(itemInstance);
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// @BUG: Keeping a pointer to the original ItemInstance may end up storing an invalid one
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#ifdef ORIGINAL_CODE
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m_pItemInstance = itemInstance;
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#else
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// copy it
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m__itemInstance = *itemInstance;
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#endif
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field_C8 = RENDER_ITEM;
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setPos(x, y, z);
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m_yaw = 360.0f * Mth::random();
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