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forgot these files
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@ -8,15 +8,18 @@
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#include "../Minecraft.World/net.minecraft.world.level.saveddata.h"
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#include "../Minecraft.World/net.minecraft.world.level.material.h"
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#ifndef MINECRAFT_SERVER_BUILD
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#ifdef __ORBIS__
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short Minimap::LUT[256]; // 4J added
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#else
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int Minimap::LUT[256]; // 4J added
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#endif
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bool Minimap::genLUT = true; // 4J added
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#endif
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Minimap::Minimap(Font *font, Options *options, Textures *textures, bool optimised)
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{
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#ifndef MINECRAFT_SERVER_BUILD
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#ifdef __PS3__
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// we're using the RSX now to upload textures to vram, so we need the main ram textures allocated from io space
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this->pixels = intArray((int*)RenderManager.allocIOMem(w*h*sizeof(int)), 16*16);
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@ -39,7 +42,6 @@ Minimap::Minimap(Font *font, Options *options, Textures *textures, bool optimise
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{
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pixels[i] = 0x00000000;
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}
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// 4J added - generate the colour mapping that we'll be needing as a LUT to minimise processing we actually need to do during normal rendering
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if( genLUT )
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{
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@ -47,10 +49,13 @@ Minimap::Minimap(Font *font, Options *options, Textures *textures, bool optimise
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}
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renderCount = 0; // 4J added
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m_optimised = optimised;
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#endif
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}
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void Minimap::reloadColours()
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{
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#ifndef MINECRAFT_SERVER_BUILD
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ColourTable *colourTable = Minecraft::GetInstance()->getColourTable();
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// 4J note that this code has been extracted pretty much as it was in Minimap::render, although with some byte order changes
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for( int i = 0; i < (14 * 4); i++ ) // 14 material colours currently, 4 brightnesses of each
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@ -95,11 +100,13 @@ void Minimap::reloadColours()
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}
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genLUT = false;
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#endif
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}
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// 4J added entityId
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void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<MapItemSavedData> data, int entityId)
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{
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#ifndef MINECRAFT_SERVER_BUILD
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// 4J - only update every 8 renders, as an optimisation
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// We don't want to use this for ItemFrame renders of maps, as then we can't have different maps together
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if( !m_optimised || ( renderCount & 7 ) == 0 )
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@ -252,5 +259,6 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
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}
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//#endif
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glPopMatrix();
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#endif
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}
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@ -11,6 +11,8 @@ class Minimap
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private:
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static const int w = MapItem::IMAGE_WIDTH;
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static const int h = MapItem::IMAGE_HEIGHT;
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#ifndef MINECRAFT_SERVER_BUILD
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#ifdef __ORBIS__
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static short LUT[256]; // 4J added
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#else
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@ -19,6 +21,7 @@ private:
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static bool genLUT; // 4J added
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int renderCount; // 4J added
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bool m_optimised; // 4J Added
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#ifdef __ORBIS__
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shortArray pixels;
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#else
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@ -27,6 +30,7 @@ private:
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int mapTexture;
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Options *options;
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Font *font;
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#endif
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public:
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Minimap(Font *font, Options *options, Textures *textures, bool optimised = true); // 4J Added optimised param
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@ -488,39 +488,11 @@ int main(int argc, char **argv)
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config.worldHellScale);
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#endif
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LogStartupStep("registering hidden window class");
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HINSTANCE hInstance = GetModuleHandle(NULL);
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MyRegisterClass(hInstance);
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LogStartupStep("creating hidden window");
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if (!InitInstance(hInstance, SW_HIDE))
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{
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LogError("startup", "Failed to create window instance.");
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return 2;
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}
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ShowWindow(g_hWnd, SW_HIDE);
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LogStartupStep("initializing graphics device wrappers");
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if (FAILED(InitDevice()))
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{
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LogError("startup", "Failed to initialize D3D device.");
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CleanupDevice();
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return 2;
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}
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LogStartupStep("loading media/string tables");
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app.loadMediaArchive();
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RenderManager.Initialise(g_pd3dDevice, g_pSwapChain);
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app.loadStringTable();
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ui.init(g_pd3dDevice, g_pImmediateContext, g_pRenderTargetView, g_pDepthStencilView, g_iScreenWidth, g_iScreenHeight);
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InputManager.Initialise(1, 3, MINECRAFT_ACTION_MAX, ACTION_MAX_MENU);
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g_KBMInput.Init();
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DefineActions();
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InputManager.SetJoypadMapVal(0, 0);
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InputManager.SetKeyRepeatRate(0.3f, 0.2f);
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ProfileManager.Initialise(
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TITLEID_MINECRAFT,
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