Improve Server Performance
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@ -265,6 +265,7 @@ static int32_t FurnaceScreen_handleAddItem_injection(unsigned char *furnace_scre
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//
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//
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// The default behavior for Touch GUI is to only render the cursor when the mouse is clicking, this fixes that.
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// The default behavior for Touch GUI is to only render the cursor when the mouse is clicking, this fixes that.
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// This also makes the cursor always render if the mouse is unlocked, instead of just when there is a Screen showing.
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// This also makes the cursor always render if the mouse is unlocked, instead of just when there is a Screen showing.
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#ifndef MCPI_HEADLESS_MODE
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static void GameRenderer_render_injection(unsigned char *game_renderer, float param_1) {
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static void GameRenderer_render_injection(unsigned char *game_renderer, float param_1) {
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// Call Original Method
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// Call Original Method
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(*GameRenderer_render)(game_renderer, param_1);
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(*GameRenderer_render)(game_renderer, param_1);
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@ -281,6 +282,7 @@ static void GameRenderer_render_injection(unsigned char *game_renderer, float pa
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(*renderCursor)(x, y, minecraft);
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(*renderCursor)(x, y, minecraft);
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}
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}
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}
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}
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#endif
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// Get Real Selected Slot
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// Get Real Selected Slot
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int32_t misc_get_real_selected_slot(unsigned char *player) {
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int32_t misc_get_real_selected_slot(unsigned char *player) {
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@ -388,6 +390,10 @@ void init_misc() {
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overwrite_calls((void *) FurnaceScreen_handleAddItem, (void *) FurnaceScreen_handleAddItem_injection);
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overwrite_calls((void *) FurnaceScreen_handleAddItem, (void *) FurnaceScreen_handleAddItem_injection);
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}
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}
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#ifdef MCPI_HEADLESS_MODE
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// Don't Render Game In Headless Mode
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overwrite_calls((void *) GameRenderer_render, (void *) nop);
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#else
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// Improved Cursor Rendering
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// Improved Cursor Rendering
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if (feature_has("Improved Cursor Rendering", server_disabled)) {
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if (feature_has("Improved Cursor Rendering", server_disabled)) {
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// Disable Normal Cursor Rendering
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// Disable Normal Cursor Rendering
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@ -396,6 +402,7 @@ void init_misc() {
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// Add Custom Cursor Rendering
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// Add Custom Cursor Rendering
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overwrite_calls((void *) GameRenderer_render, (void *) GameRenderer_render_injection);
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overwrite_calls((void *) GameRenderer_render, (void *) GameRenderer_render_injection);
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}
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}
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#endif
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// Disable V-Sync
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// Disable V-Sync
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if (feature_has("Disable V-Sync", server_enabled)) {
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if (feature_has("Disable V-Sync", server_enabled)) {
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