mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-17 11:35:08 -04:00
Few less compile errors
This commit is contained in:
parent
6430656cfe
commit
d71a925d28
@ -42,7 +42,7 @@ void AxisLinesRenderer_Render(Real64 delta) {
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}
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Gfx_SetTexturing(false);
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Vector3 P = LocalPlayer_Instance.Base.Base.Position; P.Y += 0.05f;
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Vector3 P = LocalPlayer_Instance.Base.Position; P.Y += 0.05f;
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VertexP3fC4b vertices[axisLines_numVertices];
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VertexP3fC4b* ptr = vertices;
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@ -366,7 +366,7 @@ bool Block_IsHidden(BlockID block, BlockID other) {
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void Block_CalcCulling(BlockID block, BlockID other) {
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if (!Block_IsHidden(block, other)) {
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/* Block is not hidden at all, so we can just entirely skip per-face check */
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Block_Hidden[(block * BLOCK_COUNT) | other] = 0;
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Block_Hidden[(block * BLOCK_COUNT) + other] = 0;
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} else {
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Vector3 bMin = Block_MinBB[block], bMax = Block_MaxBB[block];
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Vector3 oMin = Block_MinBB[other], oMax = Block_MaxBB[other];
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@ -388,12 +388,12 @@ void Block_CalcCulling(BlockID block, BlockID other) {
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f |= occludedZ && oMin.Z == 0.0f && bMax.Z == 1.0f ? (1 << FACE_ZMAX) : 0;
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f |= occludedY && (bothLiquid || (oMax.Y == 1.0f && bMin.Y == 0.0f)) ? (1 << FACE_YMIN) : 0;
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f |= occludedY && (bothLiquid || (oMin.Y == 0.0f && bMax.Y == 1.0f)) ? (1 << FACE_YMAX) : 0;
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Block_Hidden[(block * BLOCK_COUNT) | other] = (UInt8)f;
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Block_Hidden[(block * BLOCK_COUNT) + other] = (UInt8)f;
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}
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}
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bool Block_IsFaceHidden(BlockID block, BlockID other, Face face) {
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return (Block_Hidden[(block * BLOCK_COUNT) | other] & (1 << face)) != 0;
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return (Block_Hidden[(block * BLOCK_COUNT) + other] & (1 << face)) != 0;
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}
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void Block_UpdateCullingAll(void) {
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@ -454,7 +454,7 @@ BlockID AutoRotate_RotateVertical(BlockID block, String* name, Vector3 offset) {
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BlockID AutoRotate_RotateOther(BlockID block, String* name, Vector3 offset) {
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/* Fence type blocks */
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if (AutoRotate_Find(BLOCK_INVALID, name, "-UD") == BLOCK_INVALID) {
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Real32 headY = LocalPlayer_Instance.Base.Base.HeadY;
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Real32 headY = LocalPlayer_Instance.Base.HeadY;
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headY = LocationUpdate_Clamp(headY);
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if (headY < 45.0f || (headY >= 135.0f && headY < 225.0f) || headY > 315.0f) {
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@ -476,7 +476,7 @@ BlockID AutoRotate_RotateOther(BlockID block, String* name, Vector3 offset) {
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}
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BlockID AutoRotate_RotateDirection(BlockID block, String* name, Vector3 offset) {
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Real32 headY = LocalPlayer_Instance.Base.Base.HeadY;
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Real32 headY = LocalPlayer_Instance.Base.HeadY;
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headY = LocationUpdate_Clamp(headY);
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if (headY >= 45.0f && headY < 135.0f) {
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@ -16,7 +16,7 @@ Real32 Camera_AdjustHeadX(Real32 value) {
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}
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Vector3 PerspectiveCamera_GetDirVector(void) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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Real32 yaw = p->HeadY * MATH_DEG2RAD;
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Real32 pitch = Camera_AdjustHeadX(p->HeadX);
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return Vector3_GetDirVector(yaw, pitch);
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@ -29,7 +29,7 @@ void PerspectiveCamera_GetProjection(Matrix* proj) {
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}
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void PerspectiveCamera_GetPickedBlock(PickedPos* pos) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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Vector3 dir = PerspectiveCamera_GetDirVector();
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Vector3 eyePos = Entity_GetEyePosition(p);
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Real32 reach = LocalPlayer_Instance.ReachDistance;
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@ -94,7 +94,7 @@ void PerspectiveCamera_UpdateMouseRotation(void) {
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update.HeadX = player->Interp.Next.HeadX < 180.0f ? 89.9f : 270.1f;
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}
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Entity* e = &player->Base.Base;
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Entity* e = &player->Base;
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e->VTABLE->SetLocation(e, &update, false);
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}
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@ -108,7 +108,7 @@ void PerspectiveCamera_UpdateMouse(void) {
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void PerspectiveCamera_CalcViewBobbing(Real32 t, Real32 velTiltScale) {
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if (!Game_ViewBobbing) { Camera_TiltM = Matrix_Identity; return; }
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LocalPlayer* p = &LocalPlayer_Instance;
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Entity* e = &p->Base.Base;
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Entity* e = &p->Base;
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Matrix Camera_tiltY, Camera_velX;
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Matrix_RotateZ(&Camera_TiltM, -p->Tilt.TiltX * e->Anim.BobStrength);
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@ -143,7 +143,7 @@ void FirstPersonCamera_GetView(Matrix* mat) {
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Vector3 FirstPersonCamera_GetCameraPos(Real32 t) {
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PerspectiveCamera_CalcViewBobbing(t, 1);
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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Vector3 camPos = Entity_GetEyePosition(p);
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camPos.Y += Camera_BobbingVer;
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@ -154,7 +154,7 @@ Vector3 FirstPersonCamera_GetCameraPos(Real32 t) {
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}
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Vector2 FirstPersonCamera_GetCameraOrientation(void) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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return Vector2_Create2(p->HeadY * MATH_DEG2RAD, p->HeadX * MATH_DEG2RAD);
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}
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@ -173,7 +173,7 @@ void FirstPersonCamera_Init(Camera* cam) {
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Real32 dist_third = 3.0f, dist_forward = 3.0f;
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void ThirdPersonCamera_GetView(Matrix* mat) {
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Vector3 cameraPos = Game_CurrentCameraPos;
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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Vector3 targetPos = Entity_GetEyePosition(p);
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targetPos.Y += Camera_BobbingVer;
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@ -184,7 +184,7 @@ void ThirdPersonCamera_GetView(Matrix* mat) {
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Vector3 ThirdPersonCamera_GetCameraPosShared(Real32 t, Real32 dist, bool forward) {
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PerspectiveCamera_CalcViewBobbing(t, dist);
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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Vector3 eyePos = Entity_GetEyePosition(p);
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eyePos.Y += Camera_BobbingVer;
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@ -205,12 +205,12 @@ Vector3 ForwardThirdPersonCamera_GetCameraPos(Real32 t) {
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Vector2 ThirdPersonCamera_GetCameraOrientation(void) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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return Vector2_Create2(p->HeadY * MATH_DEG2RAD, p->HeadX * MATH_DEG2RAD);
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}
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Vector2 ForwardThirdPersonCamera_GetCameraOrientation(void) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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return Vector2_Create2(p->HeadY * MATH_DEG2RAD + MATH_PI, -p->HeadX * MATH_DEG2RAD);
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}
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@ -353,7 +353,7 @@ void ModelCommand_Execute(STRING_PURE String* args, UInt32 argsCount) {
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String model = String_InitAndClearArray(modelBuffer);
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String_AppendString(&model, &args[1]);
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String_MakeLowercase(&model);
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Entity_SetModel(&LocalPlayer_Instance.Base.Base, &model);
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Entity_SetModel(&LocalPlayer_Instance.Base, &model);
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}
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}
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@ -485,7 +485,7 @@ void TeleportCommand_Execute(STRING_PURE String* args, UInt32 argsCount) {
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Vector3 v = { x, y, z };
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LocationUpdate update; LocationUpdate_MakePos(&update, v, false);
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Entity* entity = &LocalPlayer_Instance.Base.Base;
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Entity* entity = &LocalPlayer_Instance.Base;
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entity->VTABLE->SetLocation(entity, &update, false);
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}
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}
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@ -238,8 +238,8 @@ void ChunkUpdater_UpdateChunks(Real64 delta) {
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LocalPlayer* p = &LocalPlayer_Instance;
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Vector3 camPos = Game_CurrentCameraPos;
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Real32 headX = p->Base.Base.HeadX;
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Real32 headY = p->Base.Base.HeadY;
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Real32 headX = p->Base.HeadX;
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Real32 headY = p->Base.HeadY;
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bool samePos = Vector3_Equals(&camPos, &cu_lastCamPos) && headX == cu_lastHeadX && headY == cu_lastHeadY;
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MapRenderer_RenderChunksCount = samePos ?
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@ -239,7 +239,7 @@ 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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closestId = Entities_GetCloset(&p->Base);
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if (!p->Hacks.CanSeeAllNames || Entities_NameMode != NAME_MODE_ALL) return;
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Gfx_SetTexturing(true);
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@ -21,7 +21,7 @@ typedef struct IModel_ IModel; /* Forward declaration */
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#define ENTITIES_MAX_COUNT 256
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#define ENTITIES_SELF_ID 255
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UInt32 Entities_NameMode;
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Int32 Entities_NameMode;
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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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@ -29,7 +29,7 @@ UInt32 Entities_NameMode;
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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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Int32 Entities_ShadowMode;
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#define SHADOW_MODE_NONE 0
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#define SHADOW_MODE_SNAP_TO_BLOCK 1
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#define SHADOW_MODE_CIRCLE 2
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@ -130,7 +130,7 @@ void TiltComp_GetCurrent(TiltComp* anim, Real32 t) {
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LocalPlayer* p = &LocalPlayer_Instance;
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anim->VelTiltStrength = Math_Lerp(anim->VelTiltStrengthO, anim->VelTiltStrengthN, t);
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AnimatedComp* pAnim = &p->Base.Base.Anim;
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AnimatedComp* pAnim = &p->Base.Anim;
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anim->TiltX = Math_Cos(pAnim->WalkTime) * pAnim->Swing * (0.15f * MATH_DEG2RAD);
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anim->TiltY = Math_Sin(pAnim->WalkTime) * pAnim->Swing * (0.15f * MATH_DEG2RAD);
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}
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@ -396,7 +396,7 @@ Real32 LocalInterpComp_Next(Real32 next, Real32 cur, Real32* last, bool interpol
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}
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void LocalInterpComp_SetLocation(InterpComp* interp, LocationUpdate* update, bool interpolate) {
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Entity* entity = &LocalPlayer_Instance.Base.Base;
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Entity* entity = &LocalPlayer_Instance.Base;
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InterpState* prev = &interp->Prev;
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InterpState* next = &interp->Next;
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@ -436,7 +436,7 @@ void LocalInterpComp_SetLocation(InterpComp* interp, LocationUpdate* update, boo
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}
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void LocalInterpComp_AdvanceState(InterpComp* interp) {
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Entity* entity = &LocalPlayer_Instance.Base.Base;
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Entity* entity = &LocalPlayer_Instance.Base;
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interp->Prev = interp->Next;
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entity->Position = interp->Next.Pos;
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InterpComp_AdvanceRotY(interp);
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@ -8,6 +8,7 @@
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#include "ExtMath.h"
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#include "Screens.h"
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#include "Camera.h"
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#include "InputHandler.h"
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Screen* Gui_Status;
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void GuiElement_Recreate(GuiElement* elem) {
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@ -142,7 +143,7 @@ Screen* Gui_GetUnderlyingScreen(void) {
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}
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void Gui_SetScreen(Screen* screen, bool freeOld) {
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game.Input.ScreenChanged(Gui_Active, screen);
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InputHandler_ScreenChanged(Gui_Active, screen);
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if (Gui_Active != NULL && freeOld) {
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Gui_Active->Base.Free(&Gui_Active->Base);
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}
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@ -44,7 +44,7 @@ void HeldBlockRenderer_RenderModel(void) {
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}
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void HeldBlockRenderer_SetMatrix(void) {
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Entity* player = &LocalPlayer_Instance.Base.Base;
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Entity* player = &LocalPlayer_Instance.Base;
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Vector3 eyePos = Entity_GetEyePosition(player);
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Vector3 up = Vector3_UnitY;
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Vector3 target = eyePos; target.Z -= 1.0f; /* Look straight down*/
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@ -57,7 +57,7 @@ void HeldBlockRenderer_SetMatrix(void) {
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void HeldBlockRenderer_ResetHeldState(void) {
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/* Based off details from http://pastebin.com/KFV0HkmD (Thanks goodlyay!) */
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Entity* player = &LocalPlayer_Instance.Base.Base;
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Entity* player = &LocalPlayer_Instance.Base;
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held_entity.Position = Entity_GetEyePosition(player);
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held_entity.Position.X -= Camera_BobbingHor;
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@ -124,7 +124,7 @@ void HeldBlockRenderer_ResetAnim(bool setLastHeld, Real64 period) {
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}
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PackedCol HeldBlockRenderer_GetCol(Entity* entity) {
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Entity* player = &LocalPlayer_Instance.Base.Base;
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Entity* player = &LocalPlayer_Instance.Base;
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PackedCol col = player->VTABLE->GetCol(player);
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/* Adjust pitch so angle when looking straight down is 0. */
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@ -37,7 +37,7 @@ bool InputHandler_IsMousePressed(MouseButton button) {
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void InputHandler_ButtonStateUpdate(MouseButton button, bool pressed) {
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/* defer getting the targeted entity as it's a costly operation */
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if (input_pickingId == -1) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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input_pickingId = Entities_GetCloset(p);
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}
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@ -127,7 +127,7 @@ bool InputHandler_SetFOV(Int32 fov, bool setZoom) {
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bool InputHandler_DoFovZoom(Real32 deltaPrecise) {
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if (!KeyBind_IsPressed(KeyBind_ZoomScrolling)) return false;
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HacksComp* h = &LocalPlayer_Instance.Hacks;
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HacksComp* h = &LocalPlayer_Instance;
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if (!h->Enabled || !h->CanAnyHacks || !h->CanUseThirdPersonCamera) return false;
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if (input_fovIndex == -1.0f) input_fovIndex = Game_ZoomFov;
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@ -186,7 +186,7 @@ bool InputHandler_HandleCoreKey(Key key) {
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bool InputHandler_TouchesSolid(BlockID b) { return Block_Collide[b] == COLLIDE_SOLID; }
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bool InputHandler_PushbackPlace(AABB* blockBB) {
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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HacksComp* hacks = &LocalPlayer_Instance.Hacks;
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Vector3 curPos = p->Position, adjPos = p->Position;
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@ -244,7 +244,7 @@ bool InputHandler_IntersectsOthers(Vector3 pos, BlockID block) {
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bool InputHandler_CheckIsFree(BlockID block) {
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Vector3 pos; Vector3I_ToVector3(&pos, &Game_SelectedPos.TranslatedPos);
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Entity* p = &LocalPlayer_Instance.Base.Base;
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Entity* p = &LocalPlayer_Instance.Base;
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HacksComp* hacks = &LocalPlayer_Instance.Hacks;
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if (Block_Collide[block] != COLLIDE_SOLID) return true;
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@ -5,6 +5,7 @@
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Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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*/
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void InputHandler_ScreenChanged(Screen* oldScreen, Screen* newScreen);
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bool InputHandler_SetFOV(Int32 fov, bool setZoom);
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void InputHandler_PickBlocks(bool cooldown, bool left, bool middle, bool right);
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void InputHandler_Init(void);
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@ -6,6 +6,7 @@
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#include "GraphicsCommon.h"
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#include "AsyncDownloader.h"
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#include "ExtMath.h"
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#include "Funcs.h"
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#define PLAYER_NAME_EMPTY_TEX -30000
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void Player_MakeNameTexture(Player* player) {
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@ -68,9 +69,10 @@ void Player_DrawName(Player* player) {
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Vector3 pos;
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model->RecalcProperties(entity);
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Vector3_TransformY(&pos, model->NameYOffset, &entity->Transform);
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Real32 scale = Math.Min(1.0f, model->NameScale * entity->ModelScale.Y) / 70.0f;
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PackedCol col = PACKEDCOL_WHITE;
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Vector2 size = Vector2_Create2(player->NameTex.Width * scale, player->NameTex.Height * scale);
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Real32 scale = model->NameScale * entity->ModelScale.Y;
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scale = scale > 1.0f ? (1.0f / 70.0f) : (scale / 70.0f);
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Vector2 size = { player->NameTex.Width * scale, player->NameTex.Height * scale };
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if (Entities_NameMode == NAME_MODE_ALL_UNSCALED && LocalPlayer_Instance.Hacks.CanSeeAllNames) {
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/* Get W component of transformed position */
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@ -80,9 +82,9 @@ void Player_DrawName(Player* player) {
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size.X *= tempW * 0.2f; size.Y *= tempW * 0.2f;
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}
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VertexP3fT2fC4b vertices[4];
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VertexP3fT2fC4b* ptr = vertices;
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TextureRec rec; rec.U1 = 0.0f; rec.V1 = 0.0f; rec.U2 = player->NameTex.U2; rec.V2 = player->NameTex.V2;
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VertexP3fT2fC4b vertices[4]; VertexP3fT2fC4b* ptr = vertices;
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TextureRec rec = { 0.0f, 0.0f, player->NameTex.U2, player->NameTex.V2 };
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PackedCol col = PACKEDCOL_WHITE;
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Particle_DoRender(&size, &pos, &rec, col, &ptr);
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Gfx_SetBatchFormat(VERTEX_FORMAT_P3FT2FC4B);
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@ -7,31 +7,28 @@
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Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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*/
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#define Player_Layout Entity Base; UInt8 DisplayNameRaw[String_BufferSize(STRING_SIZE)]; \
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UInt8 SkinNameRaw[String_BufferSize(STRING_SIZE)]; bool FetchedSkin; Texture NameTex;
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/* Represents a player entity. */
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typedef struct Player_ {
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Entity Base;
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UInt8 DisplayNameRaw[String_BufferSize(STRING_SIZE)];
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UInt8 SkinNameRaw[String_BufferSize(STRING_SIZE)];
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Texture NameTex;
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bool FetchedSkin;
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} Player;
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typedef struct Player_ { Player_Layout } Player;
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void Player_UpdateName(Player* player);
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void Player_ResetSkin(Player* player);
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/* Represents another entity in multiplayer */
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typedef struct NetPlayer_ {
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Player Base;
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Player_Layout
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NetInterpComp Interp;
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bool ShouldRender;
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} NetPlayer;
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/* Represents the user/player's own entity. */
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typedef struct LocalPlayer_ {
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Player Base;
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Player_Layout
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Vector3 Spawn;
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Real32 SpawnRotY, SpawnHeadX;
|
||||
HacksComp Hacks;
|
||||
Real32 ReachDistance;
|
||||
HacksComp Hacks;
|
||||
TiltComp Tilt;
|
||||
InterpComp Interp;
|
||||
} LocalPlayer;
|
||||
|
@ -413,7 +413,7 @@ void StatusScreen_DrawPosition(StatusScreen* screen) {
|
||||
PackedCol col = PACKEDCOL_WHITE;
|
||||
GfxCommon_Make2DQuad(&tex, col, &ptr);
|
||||
|
||||
Vector3I pos; Vector3I_Floor(&pos, &LocalPlayer_Instance.Base.Base.Position);
|
||||
Vector3I pos; Vector3I_Floor(&pos, &LocalPlayer_Instance.Base.Position);
|
||||
atlas->CurX = atlas->Offset + 2;
|
||||
|
||||
TextAtlas_Add(atlas, 13, &ptr);
|
||||
|
@ -94,8 +94,7 @@ void SPConnection_Connect(STRING_PURE String* ip, Int32 port) {
|
||||
Block_CanDelete[i] = true;
|
||||
}
|
||||
|
||||
Player* player = &LocalPlayer_Instance.Base;
|
||||
String skin = String_FromRawArray(player->SkinNameRaw);
|
||||
String skin = String_FromRawArray(LocalPlayer_Instance.SkinNameRaw);
|
||||
AsyncDownloader_DownloadSkin(&skin, &skin);
|
||||
Event_RaiseVoid(&BlockEvents_PermissionsChanged);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user