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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
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chore: format Minecraft.Client
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@@ -11,60 +11,55 @@
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#include "../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h"
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GameMode::GameMode(Minecraft *minecraft)
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{
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instaBuild = false; // 4J - added
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this->minecraft = minecraft;
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GameMode::GameMode(Minecraft* minecraft) {
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instaBuild = false; // 4J - added
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this->minecraft = minecraft;
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}
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void GameMode::initLevel(Level *level)
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{
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}
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void GameMode::initLevel(Level* level) {}
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bool GameMode::destroyBlock(int x, int y, int z, int face)
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{
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Level *level = minecraft->level;
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Tile *oldTile = Tile::tiles[level->getTile(x, y, z)];
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if (oldTile == NULL) return false;
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bool GameMode::destroyBlock(int x, int y, int z, int face) {
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Level* level = minecraft->level;
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Tile* oldTile = Tile::tiles[level->getTile(x, y, z)];
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if (oldTile == NULL) return false;
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// 4J - Let the rendering side of thing know we are about to destroy the tile, so we can synchronise collision with async render data upates.
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minecraft->levelRenderer->destroyedTileManager->destroyingTileAt(level, x, y, z);
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level->levelEvent(LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z, oldTile->id + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
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// 4J - Let the rendering side of thing know we are about to destroy the
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// tile, so we can synchronise collision with async render data upates.
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minecraft->levelRenderer->destroyedTileManager->destroyingTileAt(level, x,
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y, z);
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level->levelEvent(
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LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z,
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oldTile->id + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
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int data = level->getData(x, y, z);
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// 4J - before we remove the tile, recalc the heightmap - setTile depends on this being valid to be able to do
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// a quick update of skylighting when the block is removed, and there are cases with falling tiles where this can get out of sync
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level->getChunkAt(x,z)->recalcHeightmapOnly();
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// 4J - before we remove the tile, recalc the heightmap - setTile depends on
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// this being valid to be able to do a quick update of skylighting when the
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// block is removed, and there are cases with falling tiles where this can
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// get out of sync
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level->getChunkAt(x, z)->recalcHeightmapOnly();
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bool changed = level->setTile(x, y, z, 0);
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if (oldTile != NULL && changed)
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{
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if (oldTile != NULL && changed) {
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oldTile->destroy(level, x, y, z, data);
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}
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return changed;
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}
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void GameMode::render(float a)
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{
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void GameMode::render(float a) {}
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bool GameMode::useItem(std::shared_ptr<Player> player, Level* level,
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std::shared_ptr<ItemInstance> item, bool bTestUseOnly) {
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return false;
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}
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bool GameMode::useItem(std::shared_ptr<Player> player, Level *level, std::shared_ptr<ItemInstance> item, bool bTestUseOnly)
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{
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return false;
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}
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void GameMode::initPlayer(std::shared_ptr<Player> player) {}
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void GameMode::initPlayer(std::shared_ptr<Player> player)
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{
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}
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void GameMode::tick() {}
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void GameMode::tick()
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{
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}
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void GameMode::adjustPlayer(std::shared_ptr<Player> player) {}
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void GameMode::adjustPlayer(std::shared_ptr<Player> player)
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{
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}
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//bool GameMode::useItemOn(std::shared_ptr<Player> player, Level *level, std::shared_ptr<ItemInstance> item, int x, int y, int z, int face, bool bTestUseOnOnly)
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// bool GameMode::useItemOn(std::shared_ptr<Player> player, Level *level,
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// std::shared_ptr<ItemInstance> item, int x, int y, int z, int face, bool
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// bTestUseOnOnly)
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//{
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// // 4J-PB - Adding a test only version to allow tooltips to be displayed
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// int t = level->getTile(x, y, z);
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@@ -74,9 +69,10 @@ void GameMode::adjustPlayer(std::shared_ptr<Player> player)
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// {
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// switch(t)
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// {
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// case Tile::recordPlayer_Id:
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// case Tile::recordPlayer_Id:
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// case Tile::bed_Id: // special case for a bed
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// if (Tile::tiles[t]->TestUse(level, x, y, z, player ))
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// if (Tile::tiles[t]->TestUse(level, x, y, z,
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//player ))
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// {
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// return true;
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// }
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@@ -91,94 +87,73 @@ void GameMode::adjustPlayer(std::shared_ptr<Player> player)
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// break;
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// }
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// }
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// else
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// else
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// {
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// if (Tile::tiles[t]->use(level, x, y, z, player )) return true;
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// if (Tile::tiles[t]->use(level, x, y, z, player )) return
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//true;
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// }
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// }
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//
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// if (item == NULL) return false;
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// return item->useOn(player, level, x, y, z, face, bTestUseOnOnly);
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//}
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//
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// if (item == NULL) return false;
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// return item->useOn(player, level, x, y, z, face, bTestUseOnOnly);
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// }
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std::shared_ptr<Player> GameMode::createPlayer(Level *level)
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{
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return std::shared_ptr<Player>( new LocalPlayer(minecraft, level, minecraft->user, level->dimension->id) );
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std::shared_ptr<Player> GameMode::createPlayer(Level* level) {
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return std::shared_ptr<Player>(new LocalPlayer(
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minecraft, level, minecraft->user, level->dimension->id));
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}
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bool GameMode::interact(std::shared_ptr<Player> player, std::shared_ptr<Entity> entity)
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{
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return player->interact(entity);
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bool GameMode::interact(std::shared_ptr<Player> player,
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std::shared_ptr<Entity> entity) {
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return player->interact(entity);
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}
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void GameMode::attack(std::shared_ptr<Player> player, std::shared_ptr<Entity> entity)
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{
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player->attack(entity);
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void GameMode::attack(std::shared_ptr<Player> player,
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std::shared_ptr<Entity> entity) {
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player->attack(entity);
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}
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std::shared_ptr<ItemInstance> GameMode::handleInventoryMouseClick(int containerId, int slotNum, int buttonNum, bool quickKeyHeld, std::shared_ptr<Player> player)
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{
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return nullptr;
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std::shared_ptr<ItemInstance> GameMode::handleInventoryMouseClick(
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int containerId, int slotNum, int buttonNum, bool quickKeyHeld,
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std::shared_ptr<Player> player) {
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return nullptr;
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}
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void GameMode::handleCloseInventory(int containerId, std::shared_ptr<Player> player)
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{
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void GameMode::handleCloseInventory(int containerId,
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std::shared_ptr<Player> player) {
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player->containerMenu->removed(player);
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delete player->containerMenu;
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delete player->containerMenu;
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player->containerMenu = player->inventoryMenu;
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}
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void GameMode::handleInventoryButtonClick(int containerId, int buttonId)
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{
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void GameMode::handleInventoryButtonClick(int containerId, int buttonId) {}
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bool GameMode::isCutScene() { return false; }
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void GameMode::releaseUsingItem(std::shared_ptr<Player> player) {
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player->releaseUsingItem();
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}
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bool GameMode::isCutScene()
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{
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return false;
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}
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bool GameMode::hasExperience() { return false; }
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void GameMode::releaseUsingItem(std::shared_ptr<Player> player)
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{
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player->releaseUsingItem();
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}
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bool GameMode::hasMissTime() { return true; }
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bool GameMode::hasExperience()
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{
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return false;
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}
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bool GameMode::hasInfiniteItems() { return false; }
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bool GameMode::hasMissTime()
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{
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return true;
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}
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bool GameMode::hasFarPickRange() { return false; }
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bool GameMode::hasInfiniteItems()
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{
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return false;
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}
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void GameMode::handleCreativeModeItemAdd(std::shared_ptr<ItemInstance> clicked,
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int i) {}
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bool GameMode::hasFarPickRange()
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{
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return false;
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}
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void GameMode::handleCreativeModeItemDrop(
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std::shared_ptr<ItemInstance> clicked) {}
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void GameMode::handleCreativeModeItemAdd(std::shared_ptr<ItemInstance> clicked, int i)
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{
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}
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void GameMode::handleCreativeModeItemDrop(std::shared_ptr<ItemInstance> clicked)
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{
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}
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bool GameMode::handleCraftItem(int recipe, std::shared_ptr<Player> player)
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{
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return true;
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bool GameMode::handleCraftItem(int recipe, std::shared_ptr<Player> player) {
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return true;
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}
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// 4J-PB
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void GameMode::handleDebugOptions(unsigned int uiVal, std::shared_ptr<Player> player)
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{
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player->SetDebugOptions(uiVal);
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void GameMode::handleDebugOptions(unsigned int uiVal,
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std::shared_ptr<Player> player) {
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player->SetDebugOptions(uiVal);
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}
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