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* 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>
60 lines
967 B
C++
60 lines
967 B
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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#pragma once
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#include "Vec3.hpp"
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class Entity;
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class HitResult
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{
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public:
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// looks ass backwards, but what can you do about it
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enum eHitResultType
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{
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AABB,
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ENTITY,
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NONE,
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};
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enum eHitSide
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{
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NOHIT = -1,
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MINY = 0,
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MAXY, // 1
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MINZ, // 2
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MAXZ, // 3
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MINX, // 4
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MAXX, // 5
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};
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private:
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void _init();
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public:
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HitResult() { _init(); }
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HitResult(Entity*);
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HitResult(int x, int y, int z, eHitSide hitSide, const Vec3&);
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public:
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eHitResultType m_hitType;
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// block coords?
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int m_tileX;
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int m_tileY;
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int m_tileZ;
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eHitSide m_hitSide;
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// hit position
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Vec3 m_hitPos;
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Entity* m_pEnt;
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bool m_bUnk24;
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};
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