the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "FenceTile_SPU.h"
3#include "ChunkRebuildData.h"
4
5
6
7void FenceTile_SPU::updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData, TileEntity* forceEntity) // 4J added forceData, forceEntity param
8{
9 bool n = connectsTo(level, x, y, z - 1);
10 bool s = connectsTo(level, x, y, z + 1);
11 bool w = connectsTo(level, x - 1, y, z);
12 bool e = connectsTo(level, x + 1, y, z);
13
14 float west = 6.0f / 16.0f;
15 float east = 10.0f / 16.0f;
16 float north = 6.0f / 16.0f;
17 float south = 10.0f / 16.0f;
18
19 if (n)
20 {
21 north = 0;
22 }
23 if (s)
24 {
25 south = 1;
26 }
27 if (w)
28 {
29 west = 0;
30 }
31 if (e)
32 {
33 east = 1;
34 }
35
36 setShape(west, 0, north, east, 1.0f, south);
37}
38
39bool FenceTile_SPU::blocksLight()
40{
41 return false;
42}
43
44bool FenceTile_SPU::isSolidRender(bool isServerLevel)
45{
46 return false;
47}
48
49int FenceTile_SPU::getRenderShape()
50{
51 return Tile_SPU::SHAPE_FENCE;
52}
53
54bool FenceTile_SPU::connectsTo(ChunkRebuildData *level, int x, int y, int z)
55{
56 int tile = level->getTile(x, y, z);
57 if (tile == id || tile == Tile_SPU::fenceGate_Id)
58 {
59 return true;
60 }
61 TileRef_SPU tileInstance(tile);
62 if (tileInstance.getPtr() != NULL)
63 {
64 if (tileInstance->getMaterial()->isSolidBlocking() && tileInstance->isCubeShaped())
65 {
66 return tileInstance->getMaterial()->getID() != Material_SPU::vegetable_Id;
67 }
68 }
69 return false;
70}
71
72bool FenceTile_SPU::shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face)
73{
74 return true;
75}