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* * Add BuildActionIntention crap * * Set Client and World projects to use MP compilation * asd * * Use the new BuildActionIntention to break and place blocks. * * Reverse engineer the IArea system. * * Copy break logic from survival into creative conditionally * * Reverse IBuildInput and MouseHandler * Replace the new relative paths in the client project with $(MC_ROOT) again * * Reverse Multitouch, MouseDevice * * Reverse a bunch of auxiliary classes for input. * * Use CustomInputHolder instead of holding inputs manually. * * Reverse a whole BUNCH of things! * * Add feedback textures to the gitignore. * * D-pad now renders! Also loads of other work. * * More Stuff * * Finish touch control bug fixing. * * Finalize work. * * One last thing.. * * Add a "cramped" mode to the options screen and start menu. * * Oh, forgot to do something
62 lines
1.5 KiB
C++
62 lines
1.5 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 "world/entity/Player.hpp"
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#include "client/player/input/IMoveInput.hpp"
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#include "client/player/input/User.hpp"
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class Minecraft;
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class LocalPlayer : public Player
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{
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public:
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LocalPlayer(Minecraft*, Level*, User*, int);
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virtual ~LocalPlayer();
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// TODO: void addAdditonalSaveData();
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virtual void animateRespawn() override;
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virtual void aiStep() override;
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virtual bool isSneaking() override;
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virtual int move(float x, float y, float z) override;
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virtual void tick() override;
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virtual void updateAi() override;
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virtual bool isLocalPlayer() override;
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void calculateFlight(float, float, float);
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void closeContainer(); //@HUH: oddly enough not a virtual/override
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void respawn();
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public:
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int field_BEC;
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float field_BF0;
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float field_BF4;
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float field_BF8;
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float field_BFC;
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float field_C00;
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float field_C04;
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float field_C08;
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float field_C0C;
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float field_C10;
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float field_C14;
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float field_C18;
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float field_C1C;
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int m_nAutoJumpFrames;
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// multiplayer related
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float field_C24;
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float field_C28;
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float field_C2C;
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float field_C30;
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float field_C34;
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// multiplayer related -- end
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int field_C38;
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Minecraft* m_pMinecraft;
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IMoveInput* m_pMoveInput;
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};
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