From 8446d10fa9945b06f47a898032260671f655a498 Mon Sep 17 00:00:00 2001 From: Lord_Cambion Date: Fri, 22 May 2026 21:21:32 +0200 Subject: [PATCH] update: english comments i forgot to change! --- Minecraft.World/LeafTile2.cpp | 21 +++++++++++---------- 1 file changed, 11 insertions(+), 10 deletions(-) diff --git a/Minecraft.World/LeafTile2.cpp b/Minecraft.World/LeafTile2.cpp index 319ff1b8..bff00322 100644 --- a/Minecraft.World/LeafTile2.cpp +++ b/Minecraft.World/LeafTile2.cpp @@ -15,13 +15,13 @@ const unsigned int LeafTile2::LEAF2_NAMES[LEAF2_NAMES_SIZE] = { }; const wstring LeafTile2::TEXTURES[2][2] = { - { L"leaves_acacia", L"leaves_dark_oak" }, // Indice 0: Fancy - { L"leaves_acacia_opaque", L"leaves_dark_oak_opaque" } // Indice 1: Veloce/Opaca + { L"leaves_acacia", L"leaves_dark_oak" }, // index 0: Fancy + { L"leaves_acacia_opaque", L"leaves_dark_oak_opaque" } // index 1: Fast }; LeafTile2::LeafTile2(int id) : LeafTile(id) { - // Non serve fare checkBuffer qui, ci pensa già la classe padre LeafTile! + // do nothing here } Icon *LeafTile2::getTexture(int face, int data) @@ -29,8 +29,8 @@ Icon *LeafTile2::getTexture(int face, int data) int type = data & 3; if (type >= LEAF2_NAMES_SIZE) type = 0; - // isSolidRender() in LeafTile restituisce 'true' se la grafica è su Veloce/Opaca. - // Quindi se è true usiamo l'indice 1, se è false (Trasparente) usiamo l'indice 0. + // isSolidRender() in LeafTile returns 'true' if graphics is Fast + // if true -> index is 1, else 0. int textureSet = isSolidRender(false) ? 1 : 0; return icons[textureSet][type]; @@ -56,13 +56,14 @@ void LeafTile2::registerIcons(IconRegister *iconRegister) int LeafTile2::getColor(int data) { - // In inventario o in mano, l'Acacia e la Dark Oak usano il verde base + // in the inventory use the default colour for leaves return FoliageColor::getDefaultColor(); } int LeafTile2::getColor(LevelSource *level, int x, int y, int z, int data) { - // Codice di blending per il colore del bioma (copiato dal tuo LeafTile.cpp) + // Codice di blending per il colore del bioma (copiato dal tuo LeafTile.cpp)) + // blending biome colors copied from LeafTile.cpp int totalRed = 0; int totalGreen = 0; int totalBlue = 0; @@ -71,7 +72,7 @@ int LeafTile2::getColor(LevelSource *level, int x, int y, int z, int data) { for (int ox = -1; ox <= 1; ox++) { - int foliageColor = level->getBiome(x + ox, z + oz)->getFolageColor(); // Attento, nel tuo engine si chiama getFolageColor() senza la 'i' + int foliageColor = level->getBiome(x + ox, z + oz)->getFolageColor(); // they mispelled the word. getFolageColor without "i" totalRed += (foliageColor & 0xff0000) >> 16; totalGreen += (foliageColor & 0xff00) >> 8; totalBlue += (foliageColor & 0xff); @@ -83,7 +84,7 @@ int LeafTile2::getColor(LevelSource *level, int x, int y, int z, int data) void LeafTile2::playerDestroy(Level *level, shared_ptr player, int x, int y, int z, int data) { - // Se il giocatore usa le cesoie, vogliamo droppare "leaves2" (ID 161) e non "leaves" (ID 18) + // if player is using shears, drop "leaves2" (ID 161) , instead of "leaves" (ID 18) if (!level->isClientSide && player->getSelectedItem() != nullptr && player->getSelectedItem()->id == Item::shears->id) { player->awardStat( @@ -95,7 +96,7 @@ void LeafTile2::playerDestroy(Level *level, shared_ptr player, int x, in } else { - // Altrimenti usa la distruzione standard di TransparentTile + // or default destroy TransparentTile::playerDestroy(level, player, x, y, z, data); } }