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* Disable all enhancements, and fix some errors.
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5 changed files with 33 additions and 25 deletions
42
GameMods.hpp
42
GameMods.hpp
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@ -10,26 +10,26 @@
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#else
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// Enhancements
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#define ENH_ENTITY_SHADING // Allows shading of entities
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#define ENH_SHADE_HELD_TILES // Allows shading of the item in hand
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#define ENH_FIX_INVIS_STAIRS // Fixes a bug wherein a 16x16x16 chunk in the world that contains only stairs is invisible
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#define ENH_ALLOW_AO // Allows using the F4 key to toggle ambient occlusion (buggy)
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#define ENH_TRANSPARENT_HOTBAR // Allows the hotbar to be transparent. Due to a bug in the code, it is not.
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#define ENH_INSTA_BREAK // Allows instant breaking of blocks. @TODO: Fix the mode without this
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#define ENH_CAMERA_NO_PARTICLES // Hide particles from the view of a camera, such as smoke, that would otherwise render the resulting image useless.
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#define ENH_USE_JAVA_LIGHT_RAMP // Use Java Beta 1.3 light ramp instead of flawed PE one
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#define ENH_RUN_DAY_NIGHT_CYCLE // Allow the day/night cycle to run.
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#define ENH_ENABLE_9TH_SLOT // Enable the 9th hotbar slot, instead of it being a "..." placeholder
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#define ENH_USE_OWN_AO // Use own ambient occlusion engine - looks pretty much the same except it fixes the corners
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#define ENH_ADD_OPTIONS_PAUSE // Add an 'options' button in the pause menu
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#define ENH_EXTRA_ITEMS_IN_INV // Add extra items in a new 5th row in the inventory.
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#define ENH_HIGHLIGHT_BY_HOVER // Highlight buttons by hovering them instead of the usual way.
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#define ENH_ALLOW_SAND_GRAVITY // Allow sand to fall.
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#define ENH_USE_GUI_SCALE_2 // Use a 2x GUI scale instead of 3x. Looks better on PC
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#define ENH_ALLOW_SCROLL_WHEEL // Allow use of the scroll wheel to change selected inventory slots
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#define ENH_DISABLE_TURN_ACCEL // Disable the turn acceleration mechanism. It should only be used on Xperia Play
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#define ENH_3D_INVENTORY_TILES // Uses 3D rendered inventory tiles, use with ENH_SHADE_HELD_TILES to render correctly.
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#define ENH_IMPROVED_SAVING // Improve world saving. The original Minecraft doesn't always really save for some reason
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//#define ENH_ENTITY_SHADING // Allows shading of entities
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//#define ENH_SHADE_HELD_TILES // Allows shading of the item in hand
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//#define ENH_FIX_INVIS_STAIRS // Fixes a bug wherein a 16x16x16 chunk in the world that contains only stairs is invisible
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//#define ENH_ALLOW_AO // Allows using the F4 key to toggle ambient occlusion (buggy)
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//#define ENH_TRANSPARENT_HOTBAR // Allows the hotbar to be transparent. Due to a bug in the code, it is not.
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//#define ENH_INSTA_BREAK // Allows instant breaking of blocks. @TODO: Fix the mode without this
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//#define ENH_CAMERA_NO_PARTICLES // Hide particles from the view of a camera, such as smoke, that would otherwise render the resulting image useless.
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//#define ENH_USE_JAVA_LIGHT_RAMP // Use Java Beta 1.3 light ramp instead of flawed PE one
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//#define ENH_RUN_DAY_NIGHT_CYCLE // Allow the day/night cycle to run.
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//#define ENH_ENABLE_9TH_SLOT // Enable the 9th hotbar slot, instead of it being a "..." placeholder
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//#define ENH_USE_OWN_AO // Use own ambient occlusion engine - looks pretty much the same except it fixes the corners
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//#define ENH_ADD_OPTIONS_PAUSE // Add an 'options' button in the pause menu
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//#define ENH_EXTRA_ITEMS_IN_INV // Add extra items in a new 5th row in the inventory.
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//#define ENH_HIGHLIGHT_BY_HOVER // Highlight buttons by hovering them instead of the usual way.
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//#define ENH_ALLOW_SAND_GRAVITY // Allow sand to fall.
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//#define ENH_USE_GUI_SCALE_2 // Use a 2x GUI scale instead of 3x. Looks better on PC
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//#define ENH_ALLOW_SCROLL_WHEEL // Allow use of the scroll wheel to change selected inventory slots
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//#define ENH_DISABLE_TURN_ACCEL // Disable the turn acceleration mechanism. It should only be used on Xperia Play
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//#define ENH_3D_INVENTORY_TILES // Uses 3D rendered inventory tiles, use with ENH_SHADE_HELD_TILES to render correctly.
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//#define ENH_IMPROVED_SAVING // Improve world saving. The original Minecraft doesn't always really save for some reason
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// Mods
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//#define MOD_USE_FLAT_WORLD // Use a flat world instead of the regular world generation
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//#define TEST_DROPPED_ITEMS // Allow dropped items to be dropped and collected.
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// Toggle Demo Mode
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//#define DEMO
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#define DEMO
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// Enable Debug Mode
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#define MC_DEBUG
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@ -5,12 +5,8 @@ via binary reverse engineering. This project is similar in terms of goals to [Mi
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An Android build will come soon.
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### The default build is **enhanced**. If you want the original experience, comment every define and uncomment the demo define from GameMods.hpp.
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* Note: The original mcpe01_canada.apk does not work on newer Android devices. A port of this likely will.
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Eventually, I plan on creating a new repository, `mcpe01_canada`, which will include just the port of the Canada demo.
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### This is the original decompilation version. For the main modified version, see [ReMinecraftPE/mcpe](https://github.com/ReMinecraftPE/mcpe)
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## WANT TO HELP?
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@ -179,6 +179,8 @@ void ChunkCache::saveAll()
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m_pChunkStorage->saveAll(m_pLevel, chunksToSave);
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}
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#ifdef ENH_IMPROVED_SAVING
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void ChunkCache::saveUnsaved()
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{
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if (!m_pChunkStorage) return;
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@ -200,6 +202,8 @@ void ChunkCache::saveUnsaved()
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m_pChunkStorage->saveAll(m_pLevel, chunksToSave);
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}
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#endif
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bool ChunkCache::shouldSave()
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{
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return true;
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@ -10,6 +10,8 @@
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#include "Level.hpp"
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#include "GetTime.h"
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#ifndef DEMO
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#define C_CHUNKS_TO_SAVE_PER_TICK (2)
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ExternalFileLevelStorage::ExternalFileLevelStorage(const std::string& a, const std::string& path) :
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@ -312,3 +314,5 @@ bool ExternalFileLevelStorage::writeLevelData(const std::string& path, LevelData
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return true;
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}
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#endif
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@ -10,6 +10,8 @@
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#include "ExternalFileLevelStorage.hpp"
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#include "Util.hpp"
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#ifndef DEMO
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ExternalFileLevelStorageSource::ExternalFileLevelStorageSource(const std::string& path)
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{
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m_worldsPath = path;
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@ -162,3 +164,5 @@ void ExternalFileLevelStorageSource::addLevelSummaryIfExists(std::vector<LevelSu
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ls.field_34 = ld.field_18;
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vls.push_back(ls);
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}
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#endif
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