Not sure why it's such a big deal.
Are you saying you prefer
Code:
public boolean renderBlockByRenderType(Block block, int i, int j, int k)
{
int l = block.getRenderType();
block.setBlockBoundsBasedOnState(blockAccess, i, j, k);
if(l == 0)
{
return renderStandardBlock(block, i, j, k);
}
if(l == 4)
{
return renderBlockFluids(block, i, j, k);
}
if(l == 13)
{
return renderBlockCactus(block, i, j, k);
}
if(l == 1)
{
return renderBlockReed(block, i, j, k);
}
if(l == 6)
{
return renderBlockCrops(block, i, j, k);
}
if(l == 2)
{
return renderBlockTorch(block, i, j, k);
}
if(l == 3)
{
return renderBlockFire(block, i, j, k);
}
if(l == 5)
{
return renderBlockRedstoneWire(block, i, j, k);
}
if(l == 8)
{
return renderBlockLadder(block, i, j, k);
}
if(l == 7)
{
return renderBlockDoor(block, i, j, k);
}
if(l == 9)
{
return renderBlockMinecartTrack(block, i, j, k);
}
if(l == 10)
{
return renderBlockStairs(block, i, j, k);
}
if(l == 11)
{
return renderBlockFence(block, i, j, k);
}
if(l == 12)
{
return renderBlockLever(block, i, j, k);
} else
{
return false;
}
}
over
Code:
public boolean renderBlockByRenderType(Block block, int i, int j, int k)
{
int l = block.getRenderType();
block.setBlockBoundsBasedOnState(blockAccess, i, j, k);
switch (l)
{
case 0:
return renderStandardBlock(block, i, j, k);
case 4:
return renderBlockFluids(block, i, j, k);
case 13:
return renderBlockCactus(block, i, j, k);
case 1:
return renderBlockReed(block, i, j, k);
case 6:
return renderBlockCrops(block, i, j, k);
case 2:
return renderBlockTorch(block, i, j, k);
case 3:
return renderBlockFire(block, i, j, k);
case 5:
return renderBlockRedstoneWire(block, i, j, k);
case 8:
return renderBlockLadder(block, i, j, k);
case 7:
return renderBlockDoor(block, i, j, k);
case 9:
return renderBlockMinecartTrack(block, i, j, k);
case 10:
return renderBlockStairs(block, i, j, k);
case 11:
return renderBlockFence(block, i, j, k);
case 12:
return renderBlockLever(block, i, j, k);
default:
return false;
}
}
?
The obfuscator didn't do it because there are intact switches in some of the code.
If you wish to further complain about being offended by people being offended by Notch's code, please start a new thread. I think we're straying a little off-topic...
Content:
Loading textures from bitmaps is fun!

(Click to view uncropped)
I also added a static chunk array so I can start implementing tracelines. I'm performing the test by finding the major axis of the test normal (fancy way of saying finding the plane normal that lies closest to perpendicular to the test normal) then getting the intercept between the two nearest on-grid planes of that normal. Then, we test every relevant face for every (collide-able) block between those two points in that layer. This is fast because we index the blocks using a 1:1 hash function.