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#pragma once | |
class Item; | |
class CompoundTag; | |
class Tile; | |
class ItemInstance { | |
public: | |
short count; | |
short data; | |
CompoundTag* userData; |
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#pragma once | |
#include <string> | |
#include <map> | |
#include "../../TilePos.h" | |
#include "../../../phys/AABB.h" | |
#include "../../../phys/Vec3.h" | |
#include "TileEntityType.h" | |
class TileSource; |
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#include <iostream> | |
#include <windows.h> | |
using namespace std; | |
bool hook() { | |
return false; | |
} | |
int main() { |
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#include <idc.idc> | |
static symbol(addr, sym) { | |
MakeFunction(addr, BADADDR); | |
if(MakeNameEx(addr, sym, SN_NOWARN)) return; | |
auto i; | |
for(i = 0; i < 999; i++) if(MakeNameEx(addr, form("%s_%d", sym, i), SN_NOWARN)) return; | |
} | |
static main() { |
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#pragma once | |
#include <string> | |
#include <memory> | |
#include <vector> | |
class TileSource; | |
class Level; | |
class Entity; | |
class Material; |
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#pragma once | |
#include <string> | |
#include <functional> | |
class Tessellator; | |
class TilePos; | |
class Tile; | |
class TileSource; | |
class Vec3; | |
#include "../texture/TextureUVCoordinateSet.h" |
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#pragma once | |
#include <string> | |
class Tile; | |
class ItemInstance; | |
#include "../../client/renderer/texture/TextureUVCoordinateSet.h" | |
class Entity; | |
class Player; | |
class Mob; |
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#pragma once | |
#include <string> | |
#include <vector> | |
class Material; | |
class TileEntity; | |
class TilePos; | |
class TileSource; | |
#include "../../../client/renderer/texture/TextureUVCoordinateSet.h" |
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virtual void PortalTexture::tick() { | |
// copy the next frame of the image into the current frame buffer | |
// Left shift by 10 is the same as * 1024 | |
// 0x400 = 1024, which is the number of uchars in one frame | |
// (16*16 pixels, with an RGBA for each pixel) | |
memcpy(currentFramePixels, pixels[currentFrame << 10], 0x400); | |
currentFrame++; | |
if(currentFrame >= frameCount) { | |
currentFrame = 0; |
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#pragma once | |
#include "TextureUVCoordinateSet.h" | |
class TickingTexture { | |
public: | |
// this is the complete struct | |
// void** vtable; | |
// this seems like it determines the area of the atlas to be animated |