MorriCraft v2.3.7: Redesigned Torches with high-quality pixel art and improved 3D rendering (larger, stable, and better centered)
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@ -106,7 +106,7 @@ A pre-built `MorriCraft-Windows.zip` is available in the repository root.
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## 📜 Version History
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### v2.3.6 - Major Update: Dynamic Spawn Plateau & Biome Smoothing (Current)
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### v2.3.7 - Major Update: High-Quality 3D Torches & Asset Redesign (Current)
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- **Hunger System**: Added player hunger bar, starvation mechanics, and health regeneration when full.
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- **Apple Item**: Added edible Apple item to restore hunger.
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- **Grass Texture**: Improved `grass_top` texture with better pixel art.
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BIN
assets/torch.png
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assets/torch.png
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v2.3.6
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v2.3.7
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v2.3.6
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v2.3.7
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Before Width: | Height: | Size: 779 KiB After Width: | Height: | Size: 552 KiB |
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v2.3.6
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v2.3.7
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v2.3.6
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v2.3.7
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49
src/main.cpp
49
src/main.cpp
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@ -395,7 +395,7 @@ void RebuildChunkRenderList(Chunk* chunk, int cx, int cz) {
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unsigned char faces = GetExposedFaces(lx, ly, lz, chunk, nxM, nxP, nzM, nzP);
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if (faces != 0) {
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// Simple Torch Lighting (v2.3.6)
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// Simple Torch Lighting (v2.3.7)
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float blockLight = 0.0f;
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Vector3 bPos = {(float)(worldX+lx), (float)ly, (float)(worldZ+lz)};
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for (const auto& tp : torchPositions) {
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@ -705,7 +705,7 @@ float FindSpawnY(int spawnX, int spawnZ) {
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// Feet land at top of block (y + 0.5).
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// We use +0.6f + 1.6f to ensure we start slightly ABOVE the block
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// to avoid getting stuck in collision on frame 1.
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// v2.3.6: Spawn higher (feet at y + 1.5, eyes at y + 3.1) to avoid ground-clipping
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// v2.3.7: Spawn higher (feet at y + 1.5, eyes at y + 3.1) to avoid ground-clipping
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return (float)y + 1.5f + 1.6f;
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}
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}
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@ -746,7 +746,7 @@ void GenerateChunk(int cx, int cz) {
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// Combine: broad hills (±12) + local detail (±4) = up to ±16 around Y=32
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int height = 32 + (int)(continentNoise * 12.0f) + (int)(detailNoise * 4.0f);
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// Spawn Plateau (v2.3.6): Center on ACTUAL spawn and force Grassland
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// Spawn Plateau (v2.3.7): Center on ACTUAL spawn and force Grassland
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float dx = worldX - spawnSavedX;
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float dz = worldZ - spawnSavedZ;
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float distToSpawn = sqrtf(dx * dx + dz * dz);
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@ -761,7 +761,7 @@ void GenerateChunk(int cx, int cz) {
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if (height < 10) height = 10;
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if (height >= CHUNK_HEIGHT - 2) height = CHUNK_HEIGHT - 2;
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// Biome noise: determines surface type (v2.3.6: 4x larger biomes)
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// Biome noise: determines surface type (v2.3.7: 4x larger biomes)
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float biomeNoise = fbm(worldX * 0.002f, worldZ * 0.002f, globalSeedHash + 77777);
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// Force grassland in spawn plateau area
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@ -1049,7 +1049,7 @@ int main(void)
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// By default, windows have minimize, maximize, and close buttons on the top bar.
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SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "MorriCraft v2.3.6");
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InitWindow(screenWidth, screenHeight, "MorriCraft v2.3.7");
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LoadConfig();
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SetExitKey(KEY_NULL); // Prevent ESC from closing the window
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@ -1120,7 +1120,7 @@ int main(void)
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float updateTimer = 0.0f;
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float downloadProgress = 0.0f;
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std::string latestVersion = "";
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std::string localVersion = "v2.3.6"; // Default fallback
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std::string localVersion = "v2.3.7"; // Default fallback
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// Read local version
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std::ifstream vfile("assets/version.txt");
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@ -1732,7 +1732,7 @@ int main(void)
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// --- GLOBAL TIME & AUDIO MANAGEMENT ---
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float cycleLength = 600.0f; // Slower day cycle (v2.3.6: cut speed in half)
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float cycleLength = 600.0f; // Slower day cycle (v2.3.7: cut speed in half)
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if (currentState == GAMEPLAY) {
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gameTime += GetFrameTime();
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@ -2145,7 +2145,7 @@ int main(void)
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}
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NetSetBlock(hitX, hitY, hitZ, AIR);
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// Tool Durability Logic (v2.3.6)
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// Tool Durability Logic (v2.3.7)
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InventorySlot* slot = &hotbar[activeHotbarSlot];
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if (slot->maxDurability > 0) {
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slot->durability--;
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@ -2392,7 +2392,7 @@ int main(void)
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DrawTextEx(customFont, "BACK", (Vector2){ backBtn.x + 70, backBtn.y + 10 }, 20, 1.0f, WHITE);
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} else {
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DrawTextEx(customFont, "Downloading update...", (Vector2){ (float)currentWidth/2 - 90, (float)currentHeight/2 - 60 }, 24, 1.0f, YELLOW);
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// v2.3.6: Removed dynamic pulse to fix jitter
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// v2.3.7: Removed dynamic pulse to fix jitter
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int bw = 500, bh = 35;
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Rectangle barBg = { (float)currentWidth/2 - bw/2, (float)currentHeight/2 - bh/2, (float)bw, (float)bh };
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@ -2687,8 +2687,8 @@ int main(void)
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DrawTexturePro(titleTexture, sourceRec, destRec, origin, 0.0f, WHITE);
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EndMode2D();
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// Show Version Number (v2.3.6) in Red
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DrawTextEx(customFont, "v2.3.6", (Vector2){ 20, (float)currentHeight - 30 }, 22, 1.0f, RED);
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// Show Version Number (v2.3.7) in Red
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DrawTextEx(customFont, "v2.3.7", (Vector2){ 20, (float)currentHeight - 30 }, 22, 1.0f, RED);
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// --- PLAYER NAME POPUP (IF MISSING) ---
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if (playerName == "") {
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@ -2866,7 +2866,7 @@ int main(void)
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spawnSavedX = 0; spawnSavedY = -1; spawnSavedZ = 0;
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}
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// Load Chests (v2.3.6)
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// Load Chests (v2.3.7)
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chestInventories.clear();
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std::ifstream cf("saves/" + currentWorldName + "/chests.dat", std::ios::binary);
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if (cf.is_open()) {
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@ -2884,7 +2884,7 @@ int main(void)
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cf.close();
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}
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// Load Torches (v2.3.6)
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// Load Torches (v2.3.7)
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torchPositions.clear();
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std::ifstream tf("saves/" + currentWorldName + "/torches.dat", std::ios::binary);
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if (tf.is_open()) {
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@ -3168,7 +3168,7 @@ int main(void)
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snprintf(worldName, sizeof(worldName), "%s", currentWorldName.c_str());
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worldNameLen = strlen(worldName);
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gameTime = 150.0f; // Start new world at 7:00 AM (v2.3.6 adjusted for slower cycle)
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gameTime = 150.0f; // Start new world at 7:00 AM (v2.3.7 adjusted for slower cycle)
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if (serverMode) {
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serverSocket = socket(AF_INET, SOCK_STREAM, 0);
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@ -3334,14 +3334,13 @@ int main(void)
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} else if (renderType == TORCH) {
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for (Chunk* chunk : visibleChunks) {
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for (auto& data : chunk->renderLists[TORCH]) {
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// 3D Flickering Torch (v2.3.6)
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float flicker = sinf(GetTime() * 12.0f) * 0.03f;
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float h = 0.6f + flicker;
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float w = 0.12f;
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// Bigger, stable 3D Torch (v2.3.7)
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float h = 0.85f;
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float w = 0.18f;
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Texture2D tex = blockTextures[TORCH];
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rlSetTexture(tex.id);
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rlPushMatrix();
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rlTranslatef(data.x, data.y - 0.3f, data.z);
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rlTranslatef(data.x, data.y - 0.45f, data.z);
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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// Front
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@ -3609,7 +3608,7 @@ int main(void)
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(Vector2){ (float)(sx + (slotSize/2) - (countSize.x/2)), (float)(hotbarY + slotSize - 14) },
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12, 1.0f, WHITE);
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// Draw Hotbar Durability Bar (v2.3.6)
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// Draw Hotbar Durability Bar (v2.3.7)
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if (hotbar[s].maxDurability > 0 && hotbar[s].durability < hotbar[s].maxDurability) {
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float durP = (float)hotbar[s].durability / hotbar[s].maxDurability;
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int barW = slotSize - 10;
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@ -3640,7 +3639,7 @@ int main(void)
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DrawRectangleRec(slotRect, hov ? (Color){90,90,90,255} : (Color){60,60,60,255});
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DrawRectangleLinesEx(slotRect, 2.0f, hov ? WHITE : (Color){100,100,100,200});
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// Draw Durability Bar (v2.3.6)
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// Draw Durability Bar (v2.3.7)
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if (slot.maxDurability > 0 && slot.durability < slot.maxDurability) {
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float durPercent = (float)slot.durability / slot.maxDurability;
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int barW = slotRect.width - 10;
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@ -3919,7 +3918,7 @@ int main(void)
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}
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}
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if (hov && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
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// Right click: pick up/place one (v2.3.6)
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// Right click: pick up/place one (v2.3.7)
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if (mouseHeldItem.blockType == AIR) {
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if (chestInv[i].blockType != AIR && chestInv[i].count > 0) {
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mouseHeldItem = InventorySlot(chestInv[i].blockType, 1);
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@ -3966,7 +3965,7 @@ int main(void)
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}
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}
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if (hov && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
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// Right click logic for player inv in chest GUI (v2.3.6)
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// Right click logic for player inv in chest GUI (v2.3.7)
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if (mouseHeldItem.blockType == AIR) {
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if (inventory[i].blockType != AIR && inventory[i].count > 0) {
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mouseHeldItem = InventorySlot(inventory[i].blockType, 1);
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@ -4152,7 +4151,7 @@ int main(void)
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invf.close();
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}
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// Save Chests (v2.3.6)
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// Save Chests (v2.3.7)
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std::ofstream cf("saves/" + currentWorldName + "/chests.dat", std::ios::binary);
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if (cf.is_open()) {
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uint32_t count = (uint32_t)chestInventories.size();
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@ -4168,7 +4167,7 @@ int main(void)
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cf.close();
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}
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// Save Torches (v2.3.6)
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// Save Torches (v2.3.7)
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std::ofstream tf("saves/" + currentWorldName + "/torches.dat", std::ios::binary);
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if (tf.is_open()) {
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uint32_t count = (uint32_t)torchPositions.size();
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@ -1 +1 @@
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v2.3.6
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v2.3.7
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