cleanup: flatten dead branches in client render texture and runtime code

This commit is contained in:
MatthewBeshay
2026-03-26 20:29:59 +11:00
parent f19563bbd7
commit 12ff12a263
68 changed files with 169 additions and 6669 deletions

View File

@@ -16,7 +16,7 @@
#include "../Rendering/LevelRenderer.h"
// 4J added for testing
#ifdef STRESS_TEST_MOVE
#if defined(STRESS_TEST_MOVE)
volatile bool stressTestEnabled = true;
#endif
@@ -68,7 +68,7 @@ void MultiplayerLocalPlayer::tick() {
LocalPlayer::tick();
// 4J added for testing
#ifdef STRESS_TEST_MOVE
#if defined(STRESS_TEST_MOVE)
if (stressTestEnabled) {
StressTestMove(&tempX, &tempY, &tempZ);
}
@@ -385,7 +385,7 @@ void MultiplayerLocalPlayer::StopSleeping() {
void MultiplayerLocalPlayer::setAndBroadcastCustomSkin(std::uint32_t skinId) {
std::uint32_t oldSkinIndex = getCustomSkin();
LocalPlayer::setCustomSkin(skinId);
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
wprintf(L"Skin for local player %ls has changed to %ls (%d)\n",
name.c_str(), customTextureUrl.c_str(), getPlayerDefaultSkin());
#endif
@@ -398,7 +398,7 @@ void MultiplayerLocalPlayer::setAndBroadcastCustomSkin(std::uint32_t skinId) {
void MultiplayerLocalPlayer::setAndBroadcastCustomCape(std::uint32_t capeId) {
std::uint32_t oldCapeIndex = getCustomCape();
LocalPlayer::setCustomCape(capeId);
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
wprintf(L"Cape for local player %ls has changed to %ls\n", name.c_str(),
customTextureUrl2.c_str());
#endif
@@ -417,7 +417,7 @@ void MultiplayerLocalPlayer::setAndBroadcastCustomCape(std::uint32_t capeId) {
// back to mode 0 Whilst carrying out this movement pattern, this calls
// checkAllPresentChunks which checks the integrity of all currently
// loaded/created chunks round the player.
#ifdef STRESS_TEST_MOVE
#if defined(STRESS_TEST_MOVE)
void MultiplayerLocalPlayer::StressTestMove(double* tempX, double* tempY,
double* tempZ) {
static volatile int64_t lastChangeTime = 0;
@@ -448,15 +448,6 @@ void MultiplayerLocalPlayer::StressTestMove(double* tempX, double* tempY,
static float dx = cos(30.0);
static float dz = sin(30.0);
#if 0
if( ( stressTestCount % dirChangeTickCount) == 0 )
{
int angledeg = rand() % 360;
angle = (((double)angledeg) / 360.0 ) * ( 2.0 * 3.141592654 );
dx = cos(angle);
dz = sin(angle);
}
#endif
float nx = x + (dx * 1.2);
float nz = z + (dz * 1.2);