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synced 2026-06-27 18:37:57 +00:00
wip: removing vec3 tls
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@@ -301,11 +301,12 @@ void GameRenderer::pick(float a) {
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}
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if (mc->hitResult != NULL) {
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dist = mc->hitResult->pos->distanceTo(from);
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dist = mc->hitResult->pos.distanceTo(*from);
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}
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Vec3* b = mc->cameraTargetPlayer->getViewVector(a);
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Vec3* to = from->add(b->x * range, b->y * range, b->z * range);
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Vec3* to = Vec3::newTemp(b->x * range, b->y * range, b->z * range);
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*to = to->add(from->x, from->y, from->z);
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hovered = nullptr;
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float overlap = 1;
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std::vector<std::shared_ptr<Entity> >* objects = mc->level->getEntities(
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@@ -527,7 +528,7 @@ void GameRenderer::moveCameraToPlayer(float a) {
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Vec3::newTemp(x + xo, y + yo, z + zo),
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Vec3::newTemp(x - xd + xo, y - yd + yo, z - zd + zo));
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if (hr != NULL) {
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double dist = hr->pos->distanceTo(Vec3::newTemp(x, y, z));
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double dist = hr->pos.distanceTo(*Vec3::newTemp(x, y, z));
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if (dist < cameraDist) cameraDist = dist;
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delete hr;
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}
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@@ -1867,7 +1868,7 @@ void GameRenderer::setupClearColor(float a) {
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Vec3* sunAngle = Mth::sin(level->getSunAngle(a)) > 0
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? Vec3::newTemp(-1, 0, 0)
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: Vec3::newTemp(1, 0, 0);
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float d = (float)player->getViewVector(a)->dot(sunAngle);
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float d = (float)player->getViewVector(a)->dot(*sunAngle);
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if (d < 0) d = 0;
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if (d > 0) {
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float* c =
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