Removed herobrine.

This commit is contained in:
UnknownShadow200 2016-02-11 11:43:00 +11:00
parent 96da756918
commit 05336ee5ca
9 changed files with 12 additions and 29 deletions

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@ -37,7 +37,7 @@ namespace ClassicalSharp {
}
}
[Obsolete]
[Obsolete("Method is not guaranteed to work on all platforms.")]
public override void DrawRoundedRect( FastColour colour, float radius, float x, float y, float width, float height ) {
GraphicsPath path = new GraphicsPath();
float x1 = x, y1 = y, x2 = x + width, y2 = y + height;

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@ -33,7 +33,7 @@ namespace ClassicalSharp {
/// <summary> Draws a 2D rectangle with rounded borders of the specified dimensions
/// at the specified coordinates in the currently bound bitmap. </summary>
[Obsolete]
[Obsolete("Method is not guaranteed to work on all platforms.")]
public abstract void DrawRoundedRect( FastColour colour, float radius, float x, float y, float width, float height );
/// <summary> Clears the entire bound bitmap to the specified colour. </summary>

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@ -159,10 +159,6 @@ namespace ClassicalSharp {
MaxBB[(int)id].Y = height;
}
void SetBlocksLight( Block id, bool blocks ) {
BlocksLight[(int)id] = blocks;
}
void SetFullBright( Block id, bool emits ) {
FullBright[(int)id] = emits;
}

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@ -110,9 +110,9 @@ namespace ClassicalSharp {
game.Events.ChatFontChanged -= ChatFontChanged;
}
public byte GetClosetPlayer( LocalPlayer localP ) {
Vector3 eyePos = localP.EyePosition;
Vector3 dir = Utils.GetDirVector( localP.HeadYawRadians, localP.PitchRadians );
public byte GetClosetPlayer( Player src ) {
Vector3 eyePos = src.EyePosition;
Vector3 dir = Utils.GetDirVector( src.HeadYawRadians, src.PitchRadians );
float closestDist = float.PositiveInfinity;
byte targetId = 255;

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@ -7,7 +7,7 @@ namespace ClassicalSharp {
public static class Intersection {
/// <summary> Calculates the intersection points of a ray and a rotated bounding box. </summary>
internal static bool RayIntersectsRotatedBox( Vector3 origin, Vector3 dir, Player target, out float tMin, out float tMax ) {
internal static bool RayIntersectsRotatedBox( Vector3 origin, Vector3 dir, Entity target, out float tMin, out float tMax ) {
// This is the rotated AABB of the model we want to test for intersection
// *
// / \ we then perform a counter *---* and we can then do
@ -72,10 +72,10 @@ namespace ClassicalSharp {
//http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/raytri.c
/// <summary> Calculates the intersection point of a ray and a triangle. </summary>
public static bool RayTriangleIntersect( Vector3 orig, Vector3 dir, Vector3 p0, Vector3 p1, Vector3 p2, out Vector3 I ) {
public static bool RayTriangleIntersect( Vector3 orig, Vector3 dir, Vector3 p0, Vector3 p1, Vector3 p2, out Vector3 intersect ) {
Vector3 edge1 = p1 - p0;
Vector3 edge2 = p2 - p0;
I = Vector3.Zero;
intersect = Vector3.Zero;
Vector3 p = Vector3.Cross( dir, edge2 );
float det = Vector3.Dot( edge1, p );
@ -92,7 +92,7 @@ namespace ClassicalSharp {
if( v < 0 || u + v > 1 ) return false;
float t = Vector3.Dot( edge2, q ) * invDet;
I = orig + dir * t;
intersect = orig + dir * t;
return t > 0.000001f;
}
}

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@ -87,7 +87,7 @@ namespace ClassicalSharp.TexturePack {
void ReadCentralDirectory( BinaryReader reader, ZipEntry[] entries ) {
ZipEntry entry;
entry.CentralHeaderOffset = (int)( reader.BaseStream.Position - 4 );
entry.CentralHeaderOffset = (int)(reader.BaseStream.Position - 4);
reader.ReadUInt16(); // OS
ushort versionNeeded = reader.ReadUInt16();
ushort flags = reader.ReadUInt16();

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@ -112,13 +112,7 @@ namespace ClassicalSharp {
UpdateMouseRotation();
}
float HorLength( Vector3 v ) {
return (float)Math.Sqrt( v.X * v.X + v.Z * v.Z );
}
protected float bobYOffset = 0;
const float angle = 0.25f * Utils.Deg2Rad;
protected void CalcViewBobbing( double delta ) {
if( !game.ViewBobbing || !game.LocalPlayer.onGround ) {
tiltMatrix = Matrix4.Identity;

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@ -88,12 +88,5 @@ namespace Launcher2 {
n = (n << 13) ^ n;
return 1f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824f;
}
static float SmoothNoise2D( int x, int y ) {
float corners = (Noise( x - 1, y - 1 ) + Noise( x + 1, y - 1) +
Noise( x - 1, y + 1 ) + Noise( x + 1, y + 1 )) / 16;
float sides = (Noise( x - 1, y ) + Noise( x + 1, y ) + Noise( x, y - 1 ) + Noise( x, y + 1 )) / 8;
return corners + sides + Noise(x, y) / 4;
}
}
}

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@ -4,7 +4,7 @@ using ClassicalSharp;
namespace Launcher2 {
internal sealed class Program {
internal static class Program {
public const string AppName = "ClassicalSharp Launcher 0.98.6";