forked from Kolyah35/minecraft-pe-0.6.1
A bit big of a commit but
Added 3 Fog Choices (Pocket) (Java) (Unknown that was unused) Restored Java Beta Sky Color code that was unused that depends on biome temperature (choosable using Java fog) Tile Shadows and Entity Shadows that appear beneath them have been restored and fixed from the unused code, toggleable by turning fancy graphics on or off Entities will now render flames on themselves when on fire, including the player Added option to use Java Style Item Count text and position in tweaks - fileshredder
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@@ -1138,13 +1138,13 @@ void Minecraft::init()
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// my code
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TextureId foliageId = (textures->loadTexture("environment/foliagecolor.png")); // loading the uh png for foliage color
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int* foliagePixels = textures->loadTexturePixels(foliageId, "environment/foliagecolor.png");
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TextureId foliageId = (textures->loadTexture("misc/foliagecolor.png")); // loading the uh png for foliage color
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int* foliagePixels = textures->loadTexturePixels(foliageId, "misc/foliagecolor.png");
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// now i can finally initialize foliage color, probably not the best way to handle this but i cant be arsed rn
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FoliageColor::init(foliagePixels);
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TextureId grassId = (textures->loadTexture("environment/grasscolor.png")); // loading the uh png for foliage color
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int* grassPixels = textures->loadTexturePixels(grassId, "environment/grasscolor.png");
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TextureId grassId = (textures->loadTexture("misc/foliagecolor.png")); // loading the uh png for foliage color
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int* grassPixels = textures->loadTexturePixels(grassId, "misc/foliagecolor.png");
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GrassColor::init(grassPixels);
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bool tint = options.getBooleanValue(OPTIONS_FOLIAGE_TINT); // finally, toggleable foliage color
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@@ -1401,6 +1401,12 @@ void Minecraft::_levelGenerated()
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player->resetPos(false);
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}
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if (level && level->dimension) {
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// For example, if you want FogType or any other option
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level->dimension->FogType = options.getBooleanValue(OPTIONS_FOG_TYPE);
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}
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this->cameraTargetPlayer = player;
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std::string serverName = options.getStringValue(OPTIONS_USERNAME) + " - " + level->getLevelData()->levelName;
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