Add back in None names mode (Thanks Daeslender)

This commit is contained in:
UnknownShadow200 2018-01-01 10:48:08 +11:00
parent 3df7f2d689
commit d0b2de6b61
4 changed files with 13 additions and 7 deletions

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@ -106,6 +106,7 @@ namespace ClassicalSharp.Gui.Screens {
"&cNote: &eSmooth lighting is still experimental and can heavily reduce performance.",
};
descriptions[3] = new string[] {
"&eNone: &fNo names of players are drawn.",
"&eHovered: &fName of the targeted player is drawn see-through.",
"&eAll: &fNames of all other players are drawn normally.",
"&eAllHovered: &fAll names of players are drawn see-through.",

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@ -7,7 +7,7 @@ using ClassicalSharp.Physics;
namespace ClassicalSharp.Entities {
public enum NameMode { Hovered, All, AllHovered, AllUnscaled }
public enum NameMode { None, Hovered, All, AllHovered, AllUnscaled }
public enum EntityShadow { None, SnapToBlock, Circle, CircleAll, }
@ -62,6 +62,7 @@ namespace ClassicalSharp.Entities {
/// If ShowHoveredNames is false, this method only renders names of entities that are
/// not currently being looked at by the user. </summary>
public void RenderNames(IGraphicsApi gfx, double delta) {
if (NamesMode == NameMode.None) return;
closestId = GetClosetPlayer(game.LocalPlayer);
if (!game.LocalPlayer.Hacks.CanSeeAllNames || NamesMode != NameMode.All) return;
@ -83,6 +84,7 @@ namespace ClassicalSharp.Entities {
}
public void RenderHoveredNames(IGraphicsApi gfx, double delta) {
if (NamesMode == NameMode.None) return;
gfx.Texturing = true;
gfx.AlphaTest = true;
gfx.DepthTest = false;

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@ -13,7 +13,7 @@
#include "Intersection.h"
#include "Lighting.h"
const UInt8* NameMode_Names[4] = { "Hovered", "All", "AllHovered", "AllUnscaled" };
const UInt8* NameMode_Names[5] = { "None", "Hovered", "All", "AllHovered", "AllUnscaled" };
const UInt8* ShadowMode_Names[4] = { "None", "SnapToBlock", "Circle", "CircleAll" };
Real32 LocationUpdate_Clamp(Real32 degrees) {
@ -237,6 +237,7 @@ void Entities_RenderModels(Real64 delta, Real32 t) {
void Entities_RenderNames(Real64 delta) {
if (Entities_NameMode == NAME_MODE_NONE) return;
LocalPlayer* p = &LocalPlayer_Instance;
closestId = Entities_GetCloset(&p->Base.Base);
if (!p->Hacks.CanSeeAllNames || Entities_NameMode != NAME_MODE_ALL) return;
@ -260,6 +261,7 @@ void Entities_RenderNames(Real64 delta) {
}
void Entities_RenderHoveredNames(Real64 delta) {
if (Entities_NameMode == NAME_MODE_NONE) return;
LocalPlayer* p = &LocalPlayer_Instance;
bool allNames = !(Entities_NameMode == NAME_MODE_HOVERED || Entities_NameMode == NAME_MODE_ALL)
&& p->Hacks.CanSeeAllNames;

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@ -22,11 +22,12 @@ typedef struct IModel_ IModel; /* Forward declaration */
#define ENTITIES_SELF_ID 255
UInt32 Entities_NameMode;
#define NAME_MODE_HOVERED 0
#define NAME_MODE_ALL 1
#define NAME_MODE_ALL_HOVERED 2
#define NAME_MODE_ALL_UNSCALED 3
extern const UInt8* NameMode_Names[4];
#define NAME_MODE_NONE 0
#define NAME_MODE_HOVERED 1
#define NAME_MODE_ALL 2
#define NAME_MODE_ALL_HOVERED 3
#define NAME_MODE_ALL_UNSCALED 4
extern const UInt8* NameMode_Names[5];
UInt32 Entities_ShadowMode;
#define SHADOW_MODE_NONE 0