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196
Stubs/ServerStubs.cpp
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196
Stubs/ServerStubs.cpp
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#include "stdafx.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#include "../../Minecraft.Client/ProgressRenderer.h"
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#include "../../Minecraft.Client/GameRenderer.h"
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#include "../../Minecraft.Client/Textures.h"
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#include "../../Minecraft.Client/Font.h"
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#include "../../Minecraft.Client/Gui.h"
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#include "../../Minecraft.Client/Options.h"
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#include "../../Minecraft.Client/User.h"
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#include "../../Minecraft.Client/StatsCounter.h"
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#include "../../Minecraft.Client/LevelRenderer.h"
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#include "../../Minecraft.Client/AchievementPopup.h"
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#include "../../Minecraft.Client/KeyboardMouseInput.h"
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#include "../../Minecraft.Client/Windows64/Sentient/SentientManager.h"
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#include "../../Minecraft.Client/Windows64/Social/SocialManager.h"
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#include "../../Minecraft.Client/StringTable.h"
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#include "../../Minecraft.Client/MemoryTracker.h"
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#include "../../Minecraft.Client/Windows64Media/strings.h"
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#include <time.h>
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#include "../Core/ServerLogger.h"
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CRITICAL_SECTION ProgressRenderer::s_progress;
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static const wchar_t* GetProgressTitleName(int id)
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{
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switch(id)
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{
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case IDS_PROGRESS_INITIALISING_SERVER: return L"Starting integrated server";
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case IDS_PROGRESS_GENERATING_LEVEL: return L"Generating level";
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case IDS_PROGRESS_GENERATING_SPAWN_AREA: return L"Preparing spawn area";
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case IDS_PROGRESS_LOADING_LEVEL: return L"Loading level";
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case IDS_PROGRESS_LOADING_SPAWN_AREA: return L"Loading spawn area";
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case IDS_PROGRESS_BUILDING_TERRAIN: return L"Building terrain";
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case IDS_PROGRESS_SAVING_LEVEL: return L"Saving level";
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case IDS_PROGRESS_SAVING_CHUNKS: return L"Saving chunks";
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case IDS_PROGRESS_SAVING_PLAYERS: return L"Saving players";
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case IDS_PROGRESS_SAVING_TO_DISC: return L"Saving to disc";
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case IDS_PROGRESS_AUTOSAVING_LEVEL: return L"Autosaving level";
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case IDS_PROGRESS_HOST_SAVING: return L"Saving";
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case IDS_PROGRESS_RESPAWNING: return L"Respawning";
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case IDS_PROGRESS_ENTERING_NETHER: return L"Entering the Nether";
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case IDS_PROGRESS_LEAVING_NETHER: return L"Leaving the Nether";
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case IDS_PROGRESS_ENTERING_END: return L"Entering the End";
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case IDS_PROGRESS_LEAVING_END: return L"Leaving the End";
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default: return NULL;
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}
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}
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ProgressRenderer::ProgressRenderer(Minecraft *minecraft) : minecraft(minecraft)
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{
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lastPercent = 0;
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status = 0;
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title = 0;
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lastTime = 0;
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noAbort = false;
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m_eType = eProgressStringType_ID;
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}
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void ProgressRenderer::progressStart(int title)
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{
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_progressStart(title);
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}
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void ProgressRenderer::progressStartNoAbort(int string)
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{
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noAbort = true;
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_progressStart(string);
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}
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void ProgressRenderer::_progressStart(int t)
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{
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this->title = t;
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this->lastPercent = -1;
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this->lastTime = 0;
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const wchar_t *name = GetProgressTitleName(t);
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if (name)
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ServerLog(L"%ls\n", name);
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}
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void ProgressRenderer::progressStage(int s)
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{
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this->status = s;
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}
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void ProgressRenderer::progressStage(wstring &wstrText)
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{
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m_wstrText = wstrText;
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m_eType = eProgressStringType_String;
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}
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void ProgressRenderer::progressStagePercentage(int i)
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{
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if (i != lastPercent)
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{
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lastPercent = i;
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if (title == IDS_PROGRESS_GENERATING_SPAWN_AREA || title == IDS_PROGRESS_LOADING_SPAWN_AREA)
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{
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if (i % 10 == 0 && i > 0)
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{
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const wchar_t *name = GetProgressTitleName(title);
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if (name)
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ServerLog(L"Preparing spawn area: %d%%%%\n", i);
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}
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}
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}
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}
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int ProgressRenderer::getCurrentPercent() { return lastPercent; }
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int ProgressRenderer::getCurrentTitle() { return title; }
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int ProgressRenderer::getCurrentStatus() { return status; }
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wstring& ProgressRenderer::getProgressString(void) { return m_wstrText; }
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ProgressRenderer::eProgressStringType ProgressRenderer::getType() { return m_eType; }
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void ProgressRenderer::setType(eProgressStringType eType) { m_eType = eType; }
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bool GameRenderer::anaglyph3d = false;
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int GameRenderer::anaglyphPass = 0;
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GameRenderer::GameRenderer(Minecraft *mc)
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{
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// should be good enough
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this->mc = mc;
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renderDistance = 0;
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_tick = 0;
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hovered = nullptr;
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thirdDistance = 4;
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thirdDistanceO = 4;
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thirdRotation = 0;
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thirdRotationO = 0;
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thirdTilt = 0;
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thirdTiltO = 0;
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accumulatedSmoothXO = 0;
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accumulatedSmoothYO = 0;
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tickSmoothXO = 0;
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tickSmoothYO = 0;
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lastTickA = 0;
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cameraPos = NULL;
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fovOffset = 0;
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fovOffsetO = 0;
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cameraRoll = 0;
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cameraRollO = 0;
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isInClouds = false;
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zoom = 1;
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zoom_x = 0;
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zoom_y = 0;
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rainXa = NULL;
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rainZa = NULL;
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lastActiveTime = 0;
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lastNsTime = 0;
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random = NULL;
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rainSoundTime = 0;
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xMod = 0;
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yMod = 0;
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lb = NULL;
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fr = 0; fg = 0; fb = 0;
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fogBrO = 0; fogBr = 0;
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cameraFlip = 0;
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_updateLightTexture = false;
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blr = 0; blrt = 0; blg = 0;
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itemInHandRenderer = NULL;
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for (int i = 0; i < 4; i++) { fov[i] = 0; oFov[i] = 0; tFov[i] = 0; }
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}
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void GameRenderer::DisableUpdateThread()
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{
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}
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void GameRenderer::EnableUpdateThread()
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{
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}
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#ifdef MULTITHREAD_ENABLE
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C4JThread* GameRenderer::m_updateThread = NULL;
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C4JThread::EventArray* GameRenderer::m_updateEvents = NULL;
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bool GameRenderer::nearThingsToDo = false;
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bool GameRenderer::updateRunning = false;
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#endif
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vector<byte *> GameRenderer::m_deleteStackByte;
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vector<SparseLightStorage *> GameRenderer::m_deleteStackSparseLightStorage;
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vector<CompressedTileStorage *> GameRenderer::m_deleteStackCompressedTileStorage;
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vector<SparseDataStorage *> GameRenderer::m_deleteStackSparseDataStorage;
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void MemSect(int sect) {}
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void glFlush() {}
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void glTexGeni(int, int, int) {}
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void glTexGen(int, int, FloatBuffer *) {}
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void glReadPixels(int, int, int, int, int, int, ByteBuffer *) {}
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void glClearDepth(double) {}
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void glCullFace(int) {}
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void glDeleteLists(int, int) {}
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void PlayerRenderer_InitNametagColors() {}
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