Revert "Project modernization (#630)"

This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
This commit is contained in:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -42,7 +42,7 @@ void Blaze::defineSynchedData()
{
Monster::defineSynchedData();
entityData->define(DATA_FLAGS_ID, static_cast<byte>(0));
entityData->define(DATA_FLAGS_ID, (byte) 0);
}
int Blaze::getAmbientSound()
@@ -84,10 +84,10 @@ void Blaze::aiStep()
if (nextHeightOffsetChangeTick <= 0)
{
nextHeightOffsetChangeTick = SharedConstants::TICKS_PER_SECOND * 5;
allowedHeightOffset = .5f + static_cast<float>(random->nextGaussian()) * 3;
allowedHeightOffset = .5f + (float) random->nextGaussian() * 3;
}
if (getAttackTarget() != nullptr && (getAttackTarget()->y + getAttackTarget()->getHeadHeight()) > (y + getHeadHeight() + allowedHeightOffset))
if (getAttackTarget() != NULL && (getAttackTarget()->y + getAttackTarget()->getHeadHeight()) > (y + getHeadHeight() + allowedHeightOffset))
{
yd = yd + (.3f - yd) * .3f;
}
@@ -149,10 +149,10 @@ void Blaze::checkHurtTarget(shared_ptr<Entity> target, float d)
{
float sqd = sqrt(d) * .5f;
level->levelEvent(nullptr, LevelEvent::SOUND_BLAZE_FIREBALL, static_cast<int>(x), static_cast<int>(y), static_cast<int>(z), 0);
level->levelEvent(nullptr, LevelEvent::SOUND_BLAZE_FIREBALL, (int) x, (int) y, (int) z, 0);
// level.playSound(this, "mob.ghast.fireball", getSoundVolume(), (random.nextFloat() - random.nextFloat()) * 0.2f + 1.0f);
for (int i = 0; i < 1; i++) {
shared_ptr<SmallFireball> ie = std::make_shared<SmallFireball>(level, dynamic_pointer_cast<Mob>(shared_from_this()), xd + random->nextGaussian() * sqd, yd, zd + random->nextGaussian() * sqd);
shared_ptr<SmallFireball> ie = shared_ptr<SmallFireball>( new SmallFireball(level, dynamic_pointer_cast<Mob>( shared_from_this() ), xd + random->nextGaussian() * sqd, yd, zd + random->nextGaussian() * sqd) );
// Vec3 v = getViewVector(1);
// ie.x = x + v.x * 1.5;
ie->y = y + bbHeight / 2 + 0.5f;
@@ -162,7 +162,7 @@ void Blaze::checkHurtTarget(shared_ptr<Entity> target, float d)
}
}
yRot = static_cast<float>(atan2(zd, xd) * 180 / PI) - 90;
yRot = (float) (atan2(zd, xd) * 180 / PI) - 90;
holdGround = true;
}