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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>
42 lines
1.1 KiB
C++
42 lines
1.1 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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#pragma once
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#include <utility>
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#include "client/renderer/VertexPT.hpp"
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#include "client/renderer/Tesselator.hpp"
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#include "GameMods.hpp"
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class PolygonQuad
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{
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private:
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void _init();
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public:
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PolygonQuad() { _init(); }
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PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d);
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PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, float u1, float v1, float u2, float v2);
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PolygonQuad(VertexPT* a, VertexPT* b, VertexPT* c, VertexPT* d, int u1i, int v1i, int u2i, int v2i);
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void flipNormal();
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void mirror();
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void render(Tesselator& t, float scale, int unused);
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#ifdef ENH_ENTITY_SHADING
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void setColor(float r, float g, float b);
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#endif
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private:
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VertexPT m_verts[4];
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bool m_bFlipNormals;
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#ifdef ENH_ENTITY_SHADING
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int m_color;
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#endif
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};
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