Switch core to 1.14 (generated via ./gradlew :1.14:setCoreVersion)

This commit is contained in:
Jonas Herzig
2019-05-10 14:09:22 +02:00
parent 7f7d33def8
commit 7cbf7f7c94
183 changed files with 3250 additions and 3250 deletions

View File

@@ -1,11 +1,11 @@
package com.replaymod.replay.camera;
import de.johni0702.minecraft.gui.utils.lwjgl.vector.Vector3f;
import net.minecraft.client.Minecraft;
import net.minecraft.client.settings.KeyBinding;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.options.KeyBinding;
//#if MC>=11300
import net.minecraft.client.GameSettings;
import net.minecraft.client.options.GameOptions;
//#else
//$$ import net.minecraft.client.settings.GameSettings;
//#endif
@@ -28,15 +28,15 @@ public class VanillaCameraController implements CameraController {
private int speed;
public VanillaCameraController(Minecraft mc, CameraEntity camera) {
public VanillaCameraController(MinecraftClient mc, CameraEntity camera) {
this.camera = camera;
GameSettings gameSettings = mc.gameSettings;
this.bindings[0] = gameSettings.keyBindForward;
this.bindings[1] = gameSettings.keyBindBack;
this.bindings[2] = gameSettings.keyBindLeft;
this.bindings[3] = gameSettings.keyBindRight;
this.bindings[4] = gameSettings.keyBindJump;
this.bindings[5] = gameSettings.keyBindSneak;
GameOptions gameSettings = mc.options;
this.bindings[0] = gameSettings.keyForward;
this.bindings[1] = gameSettings.keyBack;
this.bindings[2] = gameSettings.keyLeft;
this.bindings[3] = gameSettings.keyRight;
this.bindings[4] = gameSettings.keyJump;
this.bindings[5] = gameSettings.keySneak;
}
@Override
@@ -44,13 +44,13 @@ public class VanillaCameraController implements CameraController {
if (partialTicksPassed == 0) return;
Vector3f direction = new Vector3f(0, 0, 0);
for (int i = 0; i < 6; i++) { // First, get movement direction depending on keys pressed
if (bindings[i].isKeyDown()) {
if (bindings[i].isPressed()) {
Vector3f.add(direction, DIRECTIONS[i], direction);
}
}
if (direction.length() == 0) return;
direction.normalise(direction); // Normalize, so we don't move quicker if we hold down multiple keys
double yawRadians = Math.toRadians(camera.rotationYaw);
double yawRadians = Math.toRadians(camera.yaw);
float yawSin = (float) Math.sin(yawRadians), yawCos = (float) Math.cos(yawRadians);
// Rotate by yaw
direction.set(