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Don't show 'chunks/s' in top left when 0.
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parent
dffa95da28
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@ -58,8 +58,10 @@ namespace ClassicalSharp.Gui.Screens {
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if (game.ClassicMode) {
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if (game.ClassicMode) {
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statusBuffer.AppendNum(ref index, game.ChunkUpdates).Append(ref index, " chunk updates");
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statusBuffer.AppendNum(ref index, game.ChunkUpdates).Append(ref index, " chunk updates");
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} else {
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} else {
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statusBuffer.AppendNum(ref index, game.ChunkUpdates).Append(ref index, " chunks/s, ")
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if (game.ChunkUpdates > 0) {
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.AppendNum(ref index, game.Vertices).Append(ref index, " vertices");
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statusBuffer.AppendNum(ref index, game.ChunkUpdates).Append(ref index, " chunks/s, ");
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}
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statusBuffer.AppendNum(ref index, game.Vertices).Append(ref index, " vertices");
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int ping = PingList.AveragePingMilliseconds();
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int ping = PingList.AveragePingMilliseconds();
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if (ping != 0) {
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if (ping != 0) {
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@ -101,7 +101,7 @@ namespace ClassicalSharp.Model {
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(skinType == SkinType.Type64x64 ? Set64 : Set);
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(skinType == SkinType.Type64x64 ? Set64 : Set);
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DrawRotate(-p.HeadXRadians, 0, 0, model.Head, true);
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DrawRotate(-p.HeadXRadians, 0, 0, model.Head, true);
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DrawPart(model.Torso); DateTime.UtcNow.mi
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DrawPart(model.Torso);
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DrawRotate(p.anim.leftLegX, 0, p.anim.leftLegZ, model.LeftLeg, false);
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DrawRotate(p.anim.leftLegX, 0, p.anim.leftLegZ, model.LeftLeg, false);
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DrawRotate(p.anim.rightLegX, 0, p.anim.rightLegZ, model.RightLeg, false);
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DrawRotate(p.anim.rightLegX, 0, p.anim.rightLegZ, model.RightLeg, false);
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