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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
40 lines
994 B
C++
40 lines
994 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 "GameMode.hpp"
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class CreativeMode : public GameMode
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{
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public:
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CreativeMode(Minecraft*);
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bool destroyBlock(int, int, int, int);
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float getPickRange() override;
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bool isCreativeType() override;
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bool isSurvivalType() override;
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void initPlayer(Player*) override;
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void startDestroyBlock(int x, int y, int z, int i) override;
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void continueDestroyBlock(int x, int y, int z, int i) override;
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void stopDestroyBlock() override;
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void tick();
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void render(float f);
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public:
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int m_destroyingX;
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int m_destroyingY;
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int m_destroyingZ;
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float m_destroyProgress;
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float m_lastDestroyProgress;
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int m_destroyTicks;
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int m_destroyCooldown;
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};
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