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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /game/client/world/player_target.cc | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'game/client/world/player_target.cc')
| -rw-r--r-- | game/client/world/player_target.cc | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/game/client/world/player_target.cc b/game/client/world/player_target.cc deleted file mode 100644 index 3ede47e..0000000 --- a/game/client/world/player_target.cc +++ /dev/null @@ -1,64 +0,0 @@ -#include "client/pch.hh"
-
-#include "client/world/player_target.hh"
-
-#include "shared/world/dimension.hh"
-#include "shared/world/ray_dda.hh"
-
-#include "shared/coord.hh"
-
-#include "client/entity/camera.hh"
-#include "client/world/outline.hh"
-
-#include "client/game.hh"
-#include "client/globals.hh"
-#include "client/session.hh"
-
-constexpr static float MAX_REACH = 16.0f;
-
-voxel_pos world::player_target::coord;
-voxel_pos world::player_target::normal;
-const world::Voxel* world::player_target::voxel;
-
-void world::player_target::init(void)
-{
- world::player_target::coord = voxel_pos();
- world::player_target::normal = voxel_pos();
- world::player_target::voxel = nullptr;
-}
-
-void world::player_target::update(void)
-{
- if(session::is_ingame()) {
- RayDDA ray(globals::dimension, entity::camera::position_chunk, entity::camera::position_local, entity::camera::direction);
-
- do {
- world::player_target::voxel = ray.step();
-
- if(world::player_target::voxel) {
- world::player_target::coord = ray.vpos;
- world::player_target::normal = ray.vnormal;
- break;
- }
-
- world::player_target::coord = voxel_pos();
- world::player_target::normal = voxel_pos();
- } while(ray.distance < MAX_REACH);
- }
- else {
- world::player_target::voxel = nullptr;
- world::player_target::coord = voxel_pos();
- world::player_target::normal = voxel_pos();
- }
-}
-
-void world::player_target::render(void)
-{
- if(world::player_target::voxel && !client_game::hide_hud) {
- auto cpos = coord::to_chunk(world::player_target::coord);
- auto fpos = coord::to_local(world::player_target::coord);
-
- world::outline::prepare();
- world::outline::cube(cpos, glm::fvec3(fpos), glm::fvec3(1.0f), 2.0f, glm::fvec4(0.0f, 0.0f, 0.0f, 1.0f));
- }
-}
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