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+11
-5
@@ -11,7 +11,6 @@
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#endif
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#include <functional>
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#include "glfw_keycodes_to_string.h"
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#include "../PerlinNoise.hpp"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdint.h>
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@@ -76,9 +75,9 @@
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#define GAME_NAME "CubeGame"
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#define GAME_VERSION_INT 0
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#define DEFAULT_FONT_SIZE 16
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#define TPS 30.0
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#define TPS 30
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#define TPS_DIV 1.0 / TPS
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#define RENDER_DISTANCE 5
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#define RENDER_DISTANCE 16
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#define RENDER_DISTANCE_SQUARED RENDER_DISTANCE*RENDER_DISTANCE
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#define MAX_HP 100
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#define PATH_APPEND "resources/"
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@@ -87,6 +86,8 @@
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#define INVENTORY_WIDTH 8
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#define INVENTORY_HEIGHT 6
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#define INVENTORY_SIZE INVENTORY_WIDTH*INVENTORY_HEIGHT
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#define WORLD_TIME_SECONDS (24*60)
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#define WORLD_TIME_TICKS WORLD_TIME_SECONDS*TPS
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enum BlockType {
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B_Wood,
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B_Stone,
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@@ -311,7 +312,9 @@ int GetSkyLight(World&world,int x,int y,int z);
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int GetRLight(World&world,int x,int y,int z);
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int GetGLight(World&world,int x,int y,int z);
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int GetBLight(World&world,int x,int y,int z);
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Color GetSunlightColor();
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Color GetLight(World&world,int x,int y,int z);
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Color GetLightMesher(World&world,int x,int y,int z);
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bool CanTick(int blockType);
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bool GetCloud(int x,int z);
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bool IsTranslucent(int blockType);
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@@ -333,6 +336,7 @@ void RebuildLighting(World&world,int startX,int startZ);
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#if !defined(SERVER)
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ChunkRenderData GenerateCRDOpaque(Chunk&chunk,World&world);
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ChunkRenderData GenerateCRDTranslucent(Chunk chunk,World&world);
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ChunkRenderData GenerateCRDWater(Chunk chunk,World&world);
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#endif
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void SaveWorld(World&world,const char *path);
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bool LoadWorld(World&world,const char *path);
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@@ -444,10 +448,12 @@ const char *Pathify(const char *src);
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const char *PathifyUser(const char *src);
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#if !defined(SERVER)
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void DrawCubeTexture(Texture2D texture,Vector3 position,float width,float height,float length,Color color,int offsetX,int offsetY,int sizeX,int sizeY);
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void DrawCubeBlock(Texture2D texture,Vector3 position,float width,float height,float length,BlockDef def);
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void DrawCubeBlock(Texture2D texture,Vector3 position,float width,float height,float length,BlockDef def,Color tint);
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void DrawTextCodepoint3D(Font font,int codepoint,Vector3 position,float fontSize,bool backface,Color tint);
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void DrawText3D(Font font,const char *text,Vector3 position,float fontSize,float fontSpacing,float lineSpacing,bool backface,Color tint);
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#endif
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RenderTexture2D LoadRenderTextureDepthTex(int width,int height);
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void UnloadRenderTextureDepthTex(RenderTexture2D target);
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inline uint8_t pack6(bool b0,bool b1,bool b2,bool b3,bool b4,bool b5){
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return (uint8_t)(
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((uint8_t)(b0 ? 1 : 0) << 0) |
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@@ -619,7 +625,7 @@ void HotbarAddItemLots(Item *registry,int damage,int amount);
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void InitHotbar();
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void DrawHotbar();
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InventoryItem HotbarGetSelected();
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void DrawSelectedItem();
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void DrawSelectedItem(Color tint);
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void CloseInventory();
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void UpdateHotbar();
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void LocaleUpdate();
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