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* * Undo some of the changes done in the "* Work on survival mode." commit. * TEST_SURVIVAL_MODE is now on by default. * * Dying no longer crashes the game. * * Death seems to work ok. * * Improve some of the damage code. * x * work * Fixed the Makefile (#54) * * Finally fix the crack texture appearing to flicker/restart * * Add VS2010 as an optional target. Fix build with VS2010 (both windows_vs and xenon_vs). * * Disable survival mode. Getting ready to merge now! --------- Co-authored-by: Alexander Argentakis <38327951+MFDGaming@users.noreply.github.com>
71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "InvalidLicenseScreen.hpp"
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InvalidLicenseScreen::InvalidLicenseScreen(int error, bool bHasQuitButton) :
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m_error(error),
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m_btnOk (1, "Ok"),
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m_btnBuy(2, "Buy"),
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m_bHasQuitButton(bHasQuitButton),
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field_E4(0)
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{
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if (bHasQuitButton)
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m_btnOk.m_text = "Quit";
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}
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void InvalidLicenseScreen::buttonClicked(Button* pButton)
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{
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if (pButton->m_buttonId == m_btnOk.m_buttonId)
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{
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m_pMinecraft->quit();
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}
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if (pButton->m_buttonId == m_btnBuy.m_buttonId)
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{
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m_pMinecraft->platform()->buyGame();
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}
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}
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void InvalidLicenseScreen::init()
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{
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field_E4 = m_height / 3;
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if (m_bHasQuitButton)
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field_E4 -= 24;
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if (m_error > 1)
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{
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char str[20] = { 0 };
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sprintf(str, "%d", m_error);
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m_textLine1 = "License verification failed (error " + std::string(str) + ")";
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m_textLine2 = "Try again later.";
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}
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m_btnOk.m_xPos = m_btnBuy.m_xPos = (m_width - m_btnOk.m_width) / 2;
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m_btnOk.m_yPos = field_E4 + 60;
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m_btnBuy.m_yPos = field_E4 + 88;
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m_buttons.push_back(&m_btnOk);
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m_buttons.push_back(&m_btnBuy);
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m_buttonTabList.push_back(&m_btnOk);
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m_buttonTabList.push_back(&m_btnBuy);
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}
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void InvalidLicenseScreen::tick()
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{
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}
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void InvalidLicenseScreen::render(int mouseX, int mouseY, float f)
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{
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renderDirtBackground(0);
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drawCenteredString(m_pMinecraft->m_pFont, m_textLine1, m_width / 2, field_E4, 0xFFFFFF);
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drawCenteredString(m_pMinecraft->m_pFont, m_textLine2, m_width / 2, field_E4 + 24, 0xFFFFFF);
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Screen::render(mouseX, mouseY, f);
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}
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