forked from nbcraft-org/nbcraft
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGameMods.hpp
More file actions
64 lines (52 loc) · 4.34 KB
/
GameMods.hpp
File metadata and controls
64 lines (52 loc) · 4.34 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
#pragma once
// Here is a list of options that you can enable when building the project:
//#define ORIGINAL_CODE // Unpatches all bugs and allows building for Xperia Play only. (TODO)
#ifdef ORIGINAL_CODE
#define DEMO
#else
// Mods
//#define MOD_USE_FLAT_WORLD // Use a flat world instead of the regular world generation
//#define MOD_USE_BIGGER_SCREEN_SIZE // Use a bigger screen size instead of 854x480
//#define MOD_DONT_COLOR_GRASS // Don't give the top of grass tiles a different color. (like Classic) @TODO: This does not do shit anymore
//#define MOD_POPOUT_CONSOLE // Open a separate console aside from the game window. By default only the debugger can see our logs. Win32 Debug only.
//#define MOD_POCKET_SURVIVAL // Has the survival inventory behave identically to that of legacy Pocket Edition, with some items being limited, and some unlimited.
// Tests
//#define TEST_SURVIVAL_MODE // Test survival mode.
// Features (major changes)
//#define FEATURE_GFX_SHADERS // Loads and uses Shaders from the assets folder for rendering.
#define FEATURE_NETWORKING // Enables multi-player through RakNet
// TODO: Add to the LevelSettings struct
//#define FEATURE_CAVES // Generates caves around the world.
//#define FEATURE_PLANT_VEGGIES // Generates tall grass and dead bushes around the world.
//#define FEATURE_FANCY_TREES // Generates larger and more unique trees around the world.
// Enhancements (minor changes)
//#define ENH_ENTITY_SHADING // Allows shading of entities -- Currently we are abandoning this. Want to add normal support
#define ENH_SHADE_HELD_TILES // Allows shading of the item in hand
#define ENH_FIX_INVIS_STAIRS // Fixes a bug wherein a 16x16x16 chunk in the world that contains only stairs is invisible
#define ENH_ALLOW_AO_TOGGLE // Allows using the F4 key to toggle ambient occlusion (buggy)
#define ENH_TRANSPARENT_HOTBAR // Allows the hotbar to be transparent. Due to a bug in the code, it is not.
#define ENH_CAMERA_NO_PARTICLES // Hide particles from the view of a camera, such as smoke, that would otherwise render the resulting image useless.
#define ENH_USE_JAVA_LIGHT_RAMP // Use Java Beta 1.3 light ramp instead of flawed PE one
#define ENH_RUN_DAY_NIGHT_CYCLE // Allow the day/night cycle to run.
#define ENH_USE_OWN_AO // Use own ambient occlusion engine - looks pretty much the same except it fixes the corners
#define ENH_ADD_OPTIONS_PAUSE // Add an 'options' button in the pause menu
#define ENH_ALLOW_SAND_GRAVITY // Allow sand to fall.
#define ENH_USE_GUI_SCALE_2 // Use a 2x GUI scale instead of 3x. Looks better on PC
#define ENH_ALLOW_SCROLL_WHEEL // Allow use of the scroll wheel to change selected inventory slots
#define ENH_3D_INVENTORY_TILES // Uses 3D rendered inventory tiles, use with ENH_SHADE_HELD_TILES to render correctly.
#define ENH_MENU_BACKGROUND // Renders a spinning panorama (if it's available) in the background of the main menu
#define ENH_GUI_ITEM_POP // Calls Inventory::tick() to create the "pop" animation for items that enter the hotbar. This function was not present on Pocket Edition.
#define ENH_NEW_TOUCH_CONTROLS // Use the 0.6.0 touch controls
//#define ENH_DISABLE_FORCED_SAVE_UPGRADES // Prevents the forced format-version upgrade of world/level saves, effectively opting-out of new save formats. See LEVEL_STORAGE_VERSION_DEFAULT in LevelData.hpp.
//#define ENH_FACED_TERRAIN_PARTICLES // Sets the TerrainParticle's texture depending on the face the block is being hit from. This is something Notch never did for whatever reason.
#define ENH_NEW_LADDER_BEHAVIOR // Use Java Beta 1.5 ladder behavior
//#define ENH_GFX_COMPACT_UVS // Use two unsigned 16-bit integers for UVs instead of a float Vec2
//#define ENH_RENDER_HAND_ARMOR // Render the right arm of the chestplate you are wearing on top the first-person hand.
// TODO: Implement this permanently?
#define ENH_IMPROVED_SAVING // Improve world saving. The original Minecraft doesn't always really save for some reason
// Toggle Demo Mode
//#define DEMO
#if defined(MC_NO_NETWORKING) && defined(FEATURE_NETWORKING)
#undef FEATURE_NETWORKING
#endif
#endif