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synced 2025-09-15 10:35:11 -04:00
remove some unused code
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@ -562,11 +562,6 @@ static int MeasureBitmappedWidth(const struct DrawTextArgs* args) {
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}
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}
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void Drawer2D_DrawText(Bitmap* bmp, struct DrawTextArgs* args, int x, int y) {
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void Drawer2D_DrawText(Bitmap* bmp, struct DrawTextArgs* args, int x, int y) {
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BitmapCol col, backCol;
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String value = args->text;
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char colCode, nextCol = 'f';
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int i, partWidth;
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if (Drawer2D_IsEmptyText(&args->text)) return;
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if (Drawer2D_IsEmptyText(&args->text)) return;
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if (Drawer2D_BitmappedText) { DrawBitmappedText(bmp, args, x, y); return; }
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if (Drawer2D_BitmappedText) { DrawBitmappedText(bmp, args, x, y); return; }
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@ -1592,10 +1592,8 @@ static void BlockModel_DrawParts(void) {
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Gfx_SetDynamicVbData(Models.Vb, Models.Vertices, bModel_index * 4);
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Gfx_SetDynamicVbData(Models.Vb, Models.Vertices, bModel_index * 4);
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lastTexIndex = bModel_texIndices[0];
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lastTexIndex = bModel_texIndices[0];
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for (i = 0; i < bModel_index; i++) {
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for (i = 0; i < bModel_index; i++, count += 4) {
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if (bModel_texIndices[i] == lastTexIndex) {
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if (bModel_texIndices[i] == lastTexIndex) continue;
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count += 4; continue;
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}
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/* Different 1D flush texture, flush current vertices */
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/* Different 1D flush texture, flush current vertices */
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Gfx_BindTexture(Atlas1D.TexIds[lastTexIndex]);
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Gfx_BindTexture(Atlas1D.TexIds[lastTexIndex]);
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@ -1603,7 +1601,7 @@ static void BlockModel_DrawParts(void) {
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lastTexIndex = bModel_texIndices[i];
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lastTexIndex = bModel_texIndices[i];
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offset += count;
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offset += count;
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count = 4;
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count = 0;
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}
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}
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/* Leftover vertices */
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/* Leftover vertices */
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@ -40,11 +40,6 @@ void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec,
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v->X = centre.X + aX - bX; v->Y = centre.Y + aY - bY; v->Z = centre.Z + aZ - bZ; v->Col = col; v->U = rec->U2; v->V = rec->V2; v++;
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v->X = centre.X + aX - bX; v->Y = centre.Y + aY - bY; v->Z = centre.Z + aZ - bZ; v->Col = col; v->U = rec->U2; v->V = rec->V2; v++;
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}
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}
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static cc_bool Particle_CanPass(BlockID block, cc_bool throughLiquids) {
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cc_uint8 draw = Blocks.Draw[block];
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return draw == DRAW_GAS || draw == DRAW_SPRITE || (throughLiquids && Blocks.IsLiquid[block]);
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}
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static cc_bool Particle_CollideHor(Vec3* nextPos, BlockID block) {
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static cc_bool Particle_CollideHor(Vec3* nextPos, BlockID block) {
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Vec3 horPos = Vec3_Create3((float)Math_Floor(nextPos->X), 0.0f, (float)Math_Floor(nextPos->Z));
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Vec3 horPos = Vec3_Create3((float)Math_Floor(nextPos->X), 0.0f, (float)Math_Floor(nextPos->Z));
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Vec3 min, max;
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Vec3 min, max;
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