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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-07-18 17:38:15 +00:00
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@@ -254,8 +254,7 @@ void GameRenderer::tick(bool first) // 4J - add bFirst
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itemInHandRenderer->tick();
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tickRain();
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tickRain();
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darkenWorldAmountO = darkenWorldAmount;
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if (BossMobGuiInfo::darkenWorld) {
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@@ -459,7 +458,8 @@ void GameRenderer::bobView(float a) {
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glTranslatef((float)sinf(b * std::numbers::pi) * bob * 0.5f,
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-(float)std::abs(cosf(b * std::numbers::pi) * bob), 0);
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glRotatef((float)sinf(b * std::numbers::pi) * bob * 3, 0, 0, 1);
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glRotatef((float)std::abs(cosf(b * std::numbers::pi - 0.2f) * bob) * 5, 1, 0, 0);
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glRotatef((float)std::abs(cosf(b * std::numbers::pi - 0.2f) * bob) * 5, 1,
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0, 0);
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glRotatef((float)tilt, 1, 0, 0);
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}
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@@ -530,10 +530,10 @@ void GameRenderer::moveCameraToPlayer(float a) {
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xRot += 180.0f;
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}
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double xd = -sinf(yRot / 180 * std::numbers::pi) * cosf(xRot / 180 * std::numbers::pi) *
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cameraDist;
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double zd = cosf(yRot / 180 * std::numbers::pi) * cosf(xRot / 180 * std::numbers::pi) *
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cameraDist;
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double xd = -sinf(yRot / 180 * std::numbers::pi) *
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cosf(xRot / 180 * std::numbers::pi) * cameraDist;
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double zd = cosf(yRot / 180 * std::numbers::pi) *
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cosf(xRot / 180 * std::numbers::pi) * cameraDist;
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double yd = -sinf(xRot / 180 * std::numbers::pi) * cameraDist;
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for (int i = 0; i < 8; i++) {
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@@ -768,8 +768,8 @@ void GameRenderer::renderItemInHand(float a, int eye) {
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!mc->cameraTargetPlayer->isSleeping()) {
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if (!mc->options->hideGui && !mc->gameMode->isCutScene()) {
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turnOnLightLayer(a, true);
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itemInHandRenderer->render(a);
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itemInHandRenderer->render(a);
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turnOffLightLayer(a);
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}
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}
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@@ -1165,7 +1165,7 @@ int GameRenderer::runUpdate(void* lpParam) {
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m_deleteStackSparseDataStorage.clear();
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}
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//
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//
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m_updateEvents->set(eUpdateEventIsFinished);
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}
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@@ -1278,7 +1278,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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GL11::glShadeModel(GL11::GL_SMOOTH);
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}
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// Culler *frustum = new FrustumCuller();
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// Culler *frustum = new FrustumCuller();
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FrustumCuller frustObj;
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Culler* frustum = &frustObj;
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frustum->prepare(xOff, yOff, zOff);
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@@ -1287,16 +1287,15 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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FRAME_PROFILE_SCOPE(ChunkCull);
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mc->levelRenderer->cull(frustum, a);
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}
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#if !defined(MULTITHREAD_ENABLE)
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if ((i == 0) && updateChunks) // 4J - added updateChunks condition
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{
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int PIXPass = 0;
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do {
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do {
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bool retval =
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mc->levelRenderer->updateDirtyChunks(cameraEntity, false);
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if (retval) break;
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if (until == 0) break;
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@@ -1305,7 +1304,6 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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if (diff < 0) break;
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if (diff > 1000000000) break;
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} while (true);
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}
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#endif
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@@ -1323,14 +1321,13 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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mc->textures->bindTexture(
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&TextureAtlas::LOCATION_BLOCKS); // 4J was L"/terrain.png"
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Lighting::turnOff();
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levelRenderer->render(cameraEntity, 0, a, updateChunks);
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levelRenderer->render(cameraEntity, 0, a, updateChunks);
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GL11::glShadeModel(GL11::GL_FLAT);
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if (cameraFlip == 0) {
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Lighting::turnOn();
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// 4J - for entities, don't include the "a" factor that interpolates
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// 4J - for entities, don't include the "a" factor that interpolates
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// from the old to new position, as the AABBs for the entities are
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// already fully at the new position This fixes flickering
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// minecarts, and pigs that you are riding on
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@@ -1349,8 +1346,8 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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FRAME_PROFILE_SCOPE(Entity);
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levelRenderer->renderEntities(&cameraPos, frustum, a);
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}
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turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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{
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FRAME_PROFILE_SCOPE(Particle);
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particleEngine->renderLit(cameraEntity, a,
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@@ -1363,7 +1360,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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particleEngine->render(cameraEntity, a,
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ParticleEngine::OPAQUE_LIST);
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}
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turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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if ((mc->hitResult != nullptr) &&
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@@ -1401,29 +1398,27 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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}
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glBlendFunc(GL_ZERO, GL_ONE);
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int visibleWaterChunks =
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int visibleWaterChunks =
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (visibleWaterChunks > 0) {
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levelRenderer->render(
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levelRenderer->render(
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cameraEntity, 1, a,
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updateChunks); // 4J - chanaged, used to be
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// renderSameAsLast but we don't support
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// that anymore
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}
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GL11::glShadeModel(GL11::GL_FLAT);
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} else {
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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}
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// 4J - added - have split out translucent particle rendering so that it
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// happens after the water is rendered, primarily for fireworks
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Lighting::turnOn();
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Lighting::turnOn();
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turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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{
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FRAME_PROFILE_SCOPE(Particle);
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@@ -1437,7 +1432,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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particleEngine->render(cameraEntity, a,
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ParticleEngine::TRANSLUCENT_LIST);
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}
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turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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////////////////////////// End of 4J added section
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@@ -1460,7 +1455,7 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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/* 4J - moved rain rendering to after clouds so that it alpha blends
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onto them properly renderSnowAndRain(a);
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glDisable(GL_FOG);
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*/
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@@ -1483,11 +1478,11 @@ void GameRenderer::renderLevel(float a, int64_t until) {
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// blend properly onto them
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setupFog(0, a);
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glEnable(GL_FOG);
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{
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{
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FRAME_PROFILE_SCOPE(WeatherSky);
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renderSnowAndRain(a);
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}
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glDisable(GL_FOG);
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if (zoom == 1) {
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@@ -1508,8 +1503,8 @@ void GameRenderer::prepareAndRenderClouds(LevelRenderer* levelRenderer,
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glPushMatrix();
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setupFog(0, a);
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glEnable(GL_FOG);
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levelRenderer->renderClouds(a);
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levelRenderer->renderClouds(a);
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glDisable(GL_FOG);
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setupFog(1, a);
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glPopMatrix();
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@@ -1557,11 +1552,9 @@ void GameRenderer::tickRain() {
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float za = random->nextFloat();
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if (t > 0) {
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if (Tile::tiles[t]->material == Material::lava) {
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mc->particleEngine->add(
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std::make_shared<SmokeParticle>(
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level, x + xa,
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y + 0.1f - Tile::tiles[t]->getShapeY0(), z + za, 0,
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0, 0));
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mc->particleEngine->add(std::make_shared<SmokeParticle>(
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level, x + xa, y + 0.1f - Tile::tiles[t]->getShapeY0(),
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z + za, 0, 0, 0));
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} else {
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if (random->nextInt(++rainPosSamples) == 0) {
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rainPosX = x + xa;
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@@ -1867,8 +1860,8 @@ void GameRenderer::setupClearColor(float a) {
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fb = (float)fogColor.z;
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if (mc->options->viewDistance < 2) {
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Vec3 sunAngle = sinf(level->getSunAngle(a)) > 0 ? Vec3(-1, 0, 0)
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: Vec3(1, 0, 0);
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Vec3 sunAngle =
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sinf(level->getSunAngle(a)) > 0 ? Vec3(-1, 0, 0) : Vec3(1, 0, 0);
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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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