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Add back in None names mode (Thanks Daeslender)
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@ -106,6 +106,7 @@ namespace ClassicalSharp.Gui.Screens {
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"&cNote: &eSmooth lighting is still experimental and can heavily reduce performance.",
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};
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descriptions[3] = new string[] {
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"&eNone: &fNo names of players are drawn.",
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"&eHovered: &fName of the targeted player is drawn see-through.",
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"&eAll: &fNames of all other players are drawn normally.",
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"&eAllHovered: &fAll names of players are drawn see-through.",
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@ -7,7 +7,7 @@ using ClassicalSharp.Physics;
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namespace ClassicalSharp.Entities {
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public enum NameMode { Hovered, All, AllHovered, AllUnscaled }
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public enum NameMode { None, Hovered, All, AllHovered, AllUnscaled }
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public enum EntityShadow { None, SnapToBlock, Circle, CircleAll, }
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@ -62,6 +62,7 @@ namespace ClassicalSharp.Entities {
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/// If ShowHoveredNames is false, this method only renders names of entities that are
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/// not currently being looked at by the user. </summary>
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public void RenderNames(IGraphicsApi gfx, double delta) {
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if (NamesMode == NameMode.None) return;
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closestId = GetClosetPlayer(game.LocalPlayer);
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if (!game.LocalPlayer.Hacks.CanSeeAllNames || NamesMode != NameMode.All) return;
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@ -83,6 +84,7 @@ namespace ClassicalSharp.Entities {
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}
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public void RenderHoveredNames(IGraphicsApi gfx, double delta) {
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if (NamesMode == NameMode.None) return;
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gfx.Texturing = true;
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gfx.AlphaTest = true;
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gfx.DepthTest = false;
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@ -13,7 +13,7 @@
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#include "Intersection.h"
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#include "Lighting.h"
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const UInt8* NameMode_Names[4] = { "Hovered", "All", "AllHovered", "AllUnscaled" };
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const UInt8* NameMode_Names[5] = { "None", "Hovered", "All", "AllHovered", "AllUnscaled" };
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const UInt8* ShadowMode_Names[4] = { "None", "SnapToBlock", "Circle", "CircleAll" };
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Real32 LocationUpdate_Clamp(Real32 degrees) {
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@ -237,6 +237,7 @@ void Entities_RenderModels(Real64 delta, Real32 t) {
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void Entities_RenderNames(Real64 delta) {
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if (Entities_NameMode == NAME_MODE_NONE) return;
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LocalPlayer* p = &LocalPlayer_Instance;
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closestId = Entities_GetCloset(&p->Base.Base);
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if (!p->Hacks.CanSeeAllNames || Entities_NameMode != NAME_MODE_ALL) return;
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@ -260,6 +261,7 @@ void Entities_RenderNames(Real64 delta) {
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}
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void Entities_RenderHoveredNames(Real64 delta) {
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if (Entities_NameMode == NAME_MODE_NONE) return;
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LocalPlayer* p = &LocalPlayer_Instance;
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bool allNames = !(Entities_NameMode == NAME_MODE_HOVERED || Entities_NameMode == NAME_MODE_ALL)
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&& p->Hacks.CanSeeAllNames;
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@ -22,11 +22,12 @@ typedef struct IModel_ IModel; /* Forward declaration */
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#define ENTITIES_SELF_ID 255
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UInt32 Entities_NameMode;
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#define NAME_MODE_HOVERED 0
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#define NAME_MODE_ALL 1
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#define NAME_MODE_ALL_HOVERED 2
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#define NAME_MODE_ALL_UNSCALED 3
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extern const UInt8* NameMode_Names[4];
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#define NAME_MODE_NONE 0
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#define NAME_MODE_HOVERED 1
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#define NAME_MODE_ALL 2
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#define NAME_MODE_ALL_HOVERED 3
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#define NAME_MODE_ALL_UNSCALED 4
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extern const UInt8* NameMode_Names[5];
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UInt32 Entities_ShadowMode;
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#define SHADOW_MODE_NONE 0
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