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synced 2025-09-17 11:35:08 -04:00
Removed herobrine.
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@ -37,7 +37,7 @@ namespace ClassicalSharp {
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}
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}
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[Obsolete]
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[Obsolete("Method is not guaranteed to work on all platforms.")]
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public override void DrawRoundedRect( FastColour colour, float radius, float x, float y, float width, float height ) {
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GraphicsPath path = new GraphicsPath();
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float x1 = x, y1 = y, x2 = x + width, y2 = y + height;
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@ -33,7 +33,7 @@ namespace ClassicalSharp {
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/// <summary> Draws a 2D rectangle with rounded borders of the specified dimensions
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/// at the specified coordinates in the currently bound bitmap. </summary>
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[Obsolete]
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[Obsolete("Method is not guaranteed to work on all platforms.")]
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public abstract void DrawRoundedRect( FastColour colour, float radius, float x, float y, float width, float height );
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/// <summary> Clears the entire bound bitmap to the specified colour. </summary>
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@ -159,10 +159,6 @@ namespace ClassicalSharp {
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MaxBB[(int)id].Y = height;
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}
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void SetBlocksLight( Block id, bool blocks ) {
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BlocksLight[(int)id] = blocks;
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}
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void SetFullBright( Block id, bool emits ) {
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FullBright[(int)id] = emits;
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}
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@ -110,9 +110,9 @@ namespace ClassicalSharp {
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game.Events.ChatFontChanged -= ChatFontChanged;
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}
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public byte GetClosetPlayer( LocalPlayer localP ) {
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Vector3 eyePos = localP.EyePosition;
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Vector3 dir = Utils.GetDirVector( localP.HeadYawRadians, localP.PitchRadians );
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public byte GetClosetPlayer( Player src ) {
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Vector3 eyePos = src.EyePosition;
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Vector3 dir = Utils.GetDirVector( src.HeadYawRadians, src.PitchRadians );
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float closestDist = float.PositiveInfinity;
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byte targetId = 255;
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@ -7,7 +7,7 @@ namespace ClassicalSharp {
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public static class Intersection {
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/// <summary> Calculates the intersection points of a ray and a rotated bounding box. </summary>
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internal static bool RayIntersectsRotatedBox( Vector3 origin, Vector3 dir, Player target, out float tMin, out float tMax ) {
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internal static bool RayIntersectsRotatedBox( Vector3 origin, Vector3 dir, Entity target, out float tMin, out float tMax ) {
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// This is the rotated AABB of the model we want to test for intersection
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// *
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// / \ we then perform a counter *---* and we can then do
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@ -72,10 +72,10 @@ namespace ClassicalSharp {
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//http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/raytri.c
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/// <summary> Calculates the intersection point of a ray and a triangle. </summary>
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public static bool RayTriangleIntersect( Vector3 orig, Vector3 dir, Vector3 p0, Vector3 p1, Vector3 p2, out Vector3 I ) {
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public static bool RayTriangleIntersect( Vector3 orig, Vector3 dir, Vector3 p0, Vector3 p1, Vector3 p2, out Vector3 intersect ) {
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Vector3 edge1 = p1 - p0;
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Vector3 edge2 = p2 - p0;
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I = Vector3.Zero;
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intersect = Vector3.Zero;
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Vector3 p = Vector3.Cross( dir, edge2 );
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float det = Vector3.Dot( edge1, p );
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@ -92,7 +92,7 @@ namespace ClassicalSharp {
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if( v < 0 || u + v > 1 ) return false;
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float t = Vector3.Dot( edge2, q ) * invDet;
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I = orig + dir * t;
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intersect = orig + dir * t;
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return t > 0.000001f;
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}
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}
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@ -87,7 +87,7 @@ namespace ClassicalSharp.TexturePack {
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void ReadCentralDirectory( BinaryReader reader, ZipEntry[] entries ) {
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ZipEntry entry;
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entry.CentralHeaderOffset = (int)( reader.BaseStream.Position - 4 );
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entry.CentralHeaderOffset = (int)(reader.BaseStream.Position - 4);
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reader.ReadUInt16(); // OS
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ushort versionNeeded = reader.ReadUInt16();
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ushort flags = reader.ReadUInt16();
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@ -112,13 +112,7 @@ namespace ClassicalSharp {
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UpdateMouseRotation();
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}
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float HorLength( Vector3 v ) {
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return (float)Math.Sqrt( v.X * v.X + v.Z * v.Z );
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}
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protected float bobYOffset = 0;
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const float angle = 0.25f * Utils.Deg2Rad;
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protected float bobYOffset = 0;
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protected void CalcViewBobbing( double delta ) {
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if( !game.ViewBobbing || !game.LocalPlayer.onGround ) {
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tiltMatrix = Matrix4.Identity;
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@ -88,12 +88,5 @@ namespace Launcher2 {
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n = (n << 13) ^ n;
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return 1f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824f;
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}
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static float SmoothNoise2D( int x, int y ) {
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float corners = (Noise( x - 1, y - 1 ) + Noise( x + 1, y - 1) +
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Noise( x - 1, y + 1 ) + Noise( x + 1, y + 1 )) / 16;
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float sides = (Noise( x - 1, y ) + Noise( x + 1, y ) + Noise( x, y - 1 ) + Noise( x, y + 1 )) / 8;
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return corners + sides + Noise(x, y) / 4;
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}
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}
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}
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@ -4,7 +4,7 @@ using ClassicalSharp;
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namespace Launcher2 {
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internal sealed class Program {
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internal static class Program {
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public const string AppName = "ClassicalSharp Launcher 0.98.6";
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