mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-05-08 15:18:26 +00:00
remove most other linux ifdefs
This commit is contained in:
parent
d181ed62f6
commit
8f04e231bd
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@ -521,12 +521,6 @@ int32_t Game::RegisterConfigValues(char* pType, int iValue) {
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return hr;
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}
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#if defined(_WINDOWS64)
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#elif defined(__linux__)
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#else
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#endif
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// DLC
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// AUTOSAVE
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@ -4,9 +4,6 @@
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#include <format>
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#include <string>
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#include <vector>
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#if !defined(__linux__)
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#include <qnet.h>
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#endif
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#include "minecraft/network/INetworkService.h"
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#include "platform/C4JThread.h"
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#include "platform/network/NetTypes.h"
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@ -19,9 +19,6 @@ UIComponent_DebugUIMarketingGuide::UIComponent_DebugUIMarketingGuide(
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_number;
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value[0].number = (F64)0; // WIN64
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#if defined(_WINDOWS64) || defined(__linux__)
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value[0].number = (F64)0;
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#endif
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IggyResult out = IggyPlayerCallMethodRS(getMovie(), &result,
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IggyPlayerRootPath(getMovie()),
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m_funcSetPlatform, 1, value);
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@ -1,8 +1,9 @@
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#include "UIControl_Touch.h"
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#include "app/common/Iggy/include/iggy.h"
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#include "app/common/UI/Controls/UIControl.h"
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#include "app/common/UI/Controls/UIControl_Base.h"
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#include "app/common/Iggy/include/iggy.h"
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#include "app/common/UI/ConsoleUIController.h"
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#ifndef _ENABLEIGGY
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#include "app/common/Iggy/iggy_stubs.h"
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#endif
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@ -20,7 +21,6 @@ bool UIControl_Touch::setupControl(UIScene* scene, IggyValuePath* parent,
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void UIControl_Touch::init(int iId) {
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m_id = iId;
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#if !defined(__linux__)
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switch (m_parentScene->GetParentLayer()->m_iLayer) {
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case eUILayer_Error:
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case eUILayer_Fullscreen:
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@ -29,7 +29,6 @@ void UIControl_Touch::init(int iId) {
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ui.TouchBoxAdd(this, m_parentScene);
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break;
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}
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#endif
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}
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void UIControl_Touch::ReInit() {
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@ -25,9 +25,7 @@ UIScene_Intro::UIScene_Intro(int iPad, void* initData, UILayer* parentLayer)
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bool bChina = false;
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// 4J Stu - These map to values in the Actionscript
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#if defined(_WINDOWS64) || defined(__linux__)
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int platformIdx = 0;
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#endif
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IggyDataValue result;
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IggyDataValue value[3];
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@ -21,10 +21,8 @@ class UILayer;
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#define DYNAMODE_FONT_CREDITS_COUNT 2
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#define PS3_DOLBY_CREDIT 4
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#if defined(_WINDOWS64) || defined(__linux__)
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#define MAX_CREDIT_STRINGS \
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(XBOXONE_CREDITS_COUNT + MILES_AND_IGGY_CREDITS_COUNT)
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#endif
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class UIScene_Credits : public UIScene {
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private:
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@ -213,7 +213,7 @@ UIController::UIController() {
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// 4J Stu - This is a bit of a hack until we change the Minecraft
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// initialisation to store the proper screen size for other platforms
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#if defined(_WINDOWS64) || defined(__linux__)
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#if 1
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m_fScreenWidth = 1920.0f;
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m_fScreenHeight = 1080.0f;
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m_bScreenWidthSetup = true;
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@ -498,7 +498,7 @@ void UIController::tick() {
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void UIController::loadSkins() {
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std::string platformSkinPath = "";
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#if defined(_WINDOWS64) || defined(__linux__)
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#if 1
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if (m_fScreenHeight == 1080.0f) {
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platformSkinPath = "skinHDWin.swf";
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} else {
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@ -514,7 +514,7 @@ void UIController::loadSkins() {
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loadSkin(platformSkinPath, "platformskin.swf");
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}
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#if defined(_WINDOWS64) || defined(__linux__)
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#if 1
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#if defined(_WINDOWS64)
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// 4J Stu - Load the 720/480 skins so that we have something to fallback on
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@ -616,7 +616,7 @@ void UIController::ReloadSkin() {
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m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
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}
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#if defined(_WINDOWS64) || defined(__linux__)
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#if 1
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// 4J Stu - Don't load on a thread on windows. I haven't investigated this
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// in detail, so a quick fix
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reloadSkinThreadProc(this);
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@ -668,7 +668,7 @@ int UIController::reloadSkinThreadProc(void* lpParam) {
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// 4J Stu - Don't do this on windows, as we never navigated forwards to
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// start with
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#if !(defined(_WINDOWS64) || defined(__linux__))
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#if 0
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controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
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#endif
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}
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@ -969,13 +969,8 @@ void UIController::setupCustomDrawGameState() {
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m_customRenderingClearRect.top = LONG_MAX;
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m_customRenderingClearRect.bottom = LONG_MIN;
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#if defined(_WINDOWS64)
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PlatformRenderer.StartFrame();
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gdraw_D3D11_setViewport_4J();
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#elif defined(__linux__)
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PlatformRenderer.StartFrame();
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#endif
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PlatformRenderer.Set_matrixDirty();
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// 4J Stu - We don't need to clear this here as iggy hasn't written anything
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@ -1059,11 +1054,7 @@ void UIController::setupCustomDrawGameStateAndMatrices(
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}
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void UIController::endCustomDrawGameState() {
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#if defined(__linux__)
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PlatformRenderer.Clear(GL_DEPTH_BUFFER_BIT);
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#else
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PlatformRenderer.Clear(GL_DEPTH_BUFFER_BIT, &m_customRenderingClearRect);
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#endif
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// glClear(GL_DEPTH_BUFFER_BIT);
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glDepthMask(false);
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glDisable(GL_ALPHA_TEST);
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@ -2257,7 +2248,7 @@ UIController::RequestContentRestrictedMessageBox(
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}
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if (message == -1) {
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#if defined(_WINDOWS64) || defined(__linux__)
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#if 1
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// IDS_CONTENT_RESTRICTION doesn't exist on XB1
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message = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_CREATE;
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#else
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@ -2283,7 +2274,7 @@ void UIController::setFontCachingCalculationBuffer(int length) {
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draw call is not large enough, Iggy will crash or otherwise behave
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incorrectly.
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*/
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#if defined(_WIN64) || defined(__linux__)
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#if INTPTR_MAX == INT64_MAX
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static const int CHAR_SIZE = 24;
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#else
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static const int CHAR_SIZE = 16;
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@ -10,17 +10,10 @@
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#include "util/Timer.h"
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#ifdef __linux__
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#include "app/common/Iggy/include/iggy.h"
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#ifndef _ENABLEIGGY
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#include "app/common/Iggy/iggy_stubs.h"
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#endif
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#elif defined(_WINDOWS64)
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#include "app/windows/Iggy/include/iggy.h"
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#endif
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#include "UIGroup.h"
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#include "app/common/UI/All Platforms/IUIController.h"
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#include "app/common/UI/All Platforms/UIEnums.h"
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@ -143,7 +143,6 @@ common/UI/Controls/UIControl_SlotList.cpp
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common/UI/Controls/UIControl_SpaceIndicatorBar.cpp
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common/UI/Controls/UIControl_TextInput.cpp
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common/UI/Controls/UIControl_TexturePackList.cpp
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common/UI/Controls/UIControl_Touch.cpp
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common/UI/Scenes/Debug/UIScene_DebugCreateSchematic.cpp
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common/UI/Scenes/Debug/UIScene_DebugOptions.cpp
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common/UI/Scenes/Debug/UIScene_DebugOverlay.cpp
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@ -71,11 +71,11 @@ void Minimap::reloadColours() {
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int b = ((color) & 0xff) * br / 255;
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// 4J - changed byte order to save having to reorder later
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#if defined(_WIN64) || __linux__
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// #if defined(_WIN64) || __linux__
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LUT[i] = 255 << 24 | b << 16 | g << 8 | r;
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#else
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LUT[i] = r << 24 | g << 16 | b << 8 | 255;
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#endif
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// #else
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// LUT[i] = r << 24 | g << 16 | b << 8 | 255;
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// #endif
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// pixels[i] = (255) << 24 | r << 16 | g << 8 | b;
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}
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@ -802,25 +802,25 @@ void GameRenderer::renderItemInHand(float a, int eye) {
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// 4J - change brought forward from 1.8.2
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void GameRenderer::turnOffLightLayer(double alpha) { // 4J - TODO
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FRAME_PROFILE_SCOPE(Lightmap);
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#if defined(__linux__)
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// 4jcraft
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if (SharedConstants::TEXTURE_LIGHTING) {
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PlatformRenderer.TextureBindVertex(-1);
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}
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#else
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// 4jcraft: manually handle this in order to ensure that the light layer is
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// turned off correctly
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if (SharedConstants::TEXTURE_LIGHTING) {
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glClientActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glClientActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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}
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#endif
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// // 4jcraft: manually handle this in order to ensure that the light layer is
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// // turned off correctly
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// if (SharedConstants::TEXTURE_LIGHTING) {
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// glClientActiveTexture(GL_TEXTURE1);
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// glActiveTexture(GL_TEXTURE1);
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// glMatrixMode(GL_TEXTURE);
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// glLoadIdentity();
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// glMatrixMode(GL_MODELVIEW);
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// glDisable(GL_TEXTURE_2D);
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// glBindTexture(GL_TEXTURE_2D, 0);
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// glClientActiveTexture(GL_TEXTURE0);
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// glActiveTexture(GL_TEXTURE0);
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// }
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}
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// 4J - change brought forward from 1.8.2
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@ -828,7 +828,7 @@ void GameRenderer::turnOnLightLayer(
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double alpha,
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bool scaleLight) { // 4jcraft: added scaleLight for entity lighting
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FRAME_PROFILE_SCOPE(Lightmap);
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#if defined(__linux__)
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#if 1
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if (!SharedConstants::TEXTURE_LIGHTING) return;
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const int textureId = getLightTexture(mc->player->GetXboxPad(), mc->level);
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@ -988,11 +988,11 @@ void GameRenderer::updateLightTexture(float a) {
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int g = (int)(_g * 255);
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int b = (int)(_b * 255);
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#if defined(_WIN64) || __linux__
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// #if defined(_WIN64) || __linux__
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lightPixels[j][i] = alpha << 24 | b << 16 | g << 8 | r;
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#else
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lightPixels[j][i] = r << 24 | g << 16 | b << 8 | alpha;
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#endif
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// #else
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// lightPixels[j][i] = r << 24 | g << 16 | b << 8 | alpha;
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// #endif
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}
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mc->textures->replaceTextureDirect(lightPixels[j], 16, 16,
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@ -460,14 +460,15 @@ void ItemInHandRenderer::render(float a) {
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std::floor(player->z), 0);
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int u = col % 65536;
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int v = col / 65536;
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#if defined(__linux__)
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// 4jcraft
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static int lightmapLogCount = 0;
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if (lightmapLogCount < 8) {
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++lightmapLogCount;
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Log::info("[linux-lightmap] item-hand raw=0x%08x uv=(%d,%d)\n", col,
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Log::info("[4jcraft-lightmap] item-hand raw=0x%08x uv=(%d,%d)\n", col,
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u, v);
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}
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#endif
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glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
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glColor4f(1, 1, 1, 1);
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}
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@ -412,7 +412,7 @@ typedef unsigned short hfloat;
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extern hfloat convertFloatToHFloat(float f);
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extern float convertHFloatToFloat(hfloat hf);
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#if defined(__linux__)
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#if 1
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namespace {
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void packLinuxLightmapCoords(int tex2, std::int16_t& u, std::int16_t& v) {
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u = static_cast<std::int16_t>(tex2 & 0xffff);
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@ -469,7 +469,7 @@ void Tesselator::vertex(float x, float y, float z) {
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pShortData[5] = (((int)(v * 8192.0f)) & 0xffff);
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std::int16_t u2 = static_cast<std::int16_t>(_tex2 & 0xffff);
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std::int16_t v2 = static_cast<std::int16_t>((_tex2 >> 16) & 0xffff);
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#if defined(__linux__)
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#if 1
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packLinuxLightmapCoords(_tex2, u2, v2);
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logLinuxPackedLightmapCoords("compact", _tex2, u2, v2);
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#endif
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@ -524,7 +524,7 @@ void Tesselator::vertex(float x, float y, float z) {
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}
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if (hasTexture2) {
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// 4jcraft: we will be lighting the blocks right in here
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#if defined(__linux__)
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#if 1
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std::int16_t tex2U;
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std::int16_t tex2V;
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packLinuxLightmapCoords(_tex2, tex2U, tex2V);
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@ -38,6 +38,6 @@ int RemoveEntitiesPacket::getEstimatedSize() { return 1 + (ids.size() * 4); }
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4J: These are necesary on the PS3.
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(and 4).
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*/
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#if (0 || 0 || 0 || defined __linux__)
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#if 1
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const int RemoveEntitiesPacket::MAX_PER_PACKET;
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#endif
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@ -1712,7 +1712,7 @@ attrAttrModMap* Item::getDefaultAttributeModifiers() {
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4J: These are necesary on the PS3.
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(and 4 and Vita).
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*/
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#if (0 || 0 || 0 || defined __linux__)
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#if 1
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const int Item::shovel_iron_Id;
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const int Item::pickAxe_iron_Id;
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const int Item::hatchet_iron_Id;
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