Merge branch 'smartcmd:main' into main

This commit is contained in:
Alexandra-Myers 2026-03-09 20:29:17 -04:00 committed by GitHub
commit 539e4f7db8
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GPG key ID: B5690EEEBB952194
2 changed files with 28 additions and 38 deletions

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@ -64,28 +64,34 @@ void MinecartTNT::destroy(DamageSource *source)
double speedSqr = xd * xd + zd * zd;
if (!source->isExplosion())
if (!app.GetGameHostOption(eGameHostOption_TNT) || !source->isExplosion())
{
spawnAtLocation(std::make_shared<ItemInstance>(Tile::tnt, 1), 0);
spawnAtLocation( shared_ptr<ItemInstance>( new ItemInstance(Tile::tnt, 1) ), 0);
}
if (source->isFire() || source->isExplosion() || speedSqr >= 0.01f)
if (app.GetGameHostOption(eGameHostOption_TNT))
{
explode(speedSqr);
if (source->isFire() || source->isExplosion() || speedSqr >= 0.01f)
{
explode(speedSqr);
}
}
}
void MinecartTNT::explode(double speedSqr)
{
if (!app.GetGameHostOption(eGameHostOption_TNT))
{
remove();
return;
}
if (!level->isClientSide)
{
double speed = sqrt(speedSqr);
if (speed > 5.0) speed = 5.0;
if (app.GetGameHostOption(eGameHostOption_TNT))
{
level->explode(shared_from_this(), x, y, z, static_cast<float>(4 + random->nextDouble() * 1.5f * speed), true);
remove();
}
if (speed > 5) speed = 5;
level->explode(shared_from_this(), x, y, z, (float) (4 + random->nextDouble() * 1.5f * speed), true);
remove();
}
}
@ -122,12 +128,15 @@ void MinecartTNT::handleEntityEvent(byte eventId)
void MinecartTNT::primeFuse()
{
fuse = 80;
if (!level->isClientSide)
if (app.GetGameHostOption(eGameHostOption_TNT))
{
level->broadcastEntityEvent(shared_from_this(), EVENT_PRIME);
level->playEntitySound(shared_from_this(), eSoundType_RANDOM_FUSE, 1, 1.0f);
fuse = 80;
if (!level->isClientSide)
{
level->broadcastEntityEvent(shared_from_this(), EVENT_PRIME);
level->playEntitySound(shared_from_this(), eSoundType_RANDOM_FUSE, 1, 1.0f);
}
}
}

View file

@ -6,10 +6,10 @@
## Introduction
This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) from https://archive.org/details/minecraft-legacy-console-edition-source-code, with some fixes and improvements applied.
This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.
## Download
Windows users can download our [Nightly Build](https://github.com/smartcmd/MinecraftConsoles/releases/tag/nightly)! Simply download the `.zip` file and extract it to a folder where you'd like to keep the game. You can set your username in `username.txt` (you'll have to make this file) and add servers to connect to in `servers.txt`
Windows users can download our [Nightly Build](https://github.com/smartcmd/MinecraftConsoles/releases/tag/nightly)! Simply download the `.zip` file and extract it to a folder where you'd like to keep the game. You can set your username in `username.txt` (you'll have to make this file)
## Platform Support
@ -35,30 +35,11 @@ Basic LAN multiplayer is available on the Windows build
- Other players on the same LAN can discover the session from the in-game Join Game menu
- Game connections use TCP port `25565` by default
- LAN discovery uses UDP port `25566`
- Add servers to your server list with `servers.txt` (temp solution)
- Add servers to your server list with the in-game Add Server button (temp)
- Rename yourself without losing data by keeping your `uid.dat`
Parts of this feature are based on code from [LCEMP](https://github.com/LCEMP/LCEMP) (thanks!)
### servers.txt
To add a server to your game, create the `servers.txt` file in the same directory as you have `Minecraft.Client.exe`. Inside, follow this format:
```
serverip.example.com
25565
The name of your server in UI!
```
For example, here's a valid servers.txt
```
1.1.1.1
25565
Cloudflare's Very Own LCE Server
127.0.0.1
25565
Localhost Test Crap
```
### Launch Arguments
| Argument | Description |
@ -100,7 +81,7 @@ Minecraft.Client.exe -name Steve -fullscreen
2. Clone the repository.
3. Open the project by double-clicking `MinecraftConsoles.sln`.
4. Make sure `Minecraft.Client` is set as the Startup Project.
5. Set the build configuration to **Debug** (Release is also OK but has some bugs) and the target platform to **Windows64**, then build and run.
5. Set the build configuration to **Debug** (Release is also ok but missing some debug features) and the target platform to **Windows64**, then build and run.
### CMake (Windows x64)