the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "LevelData.h"
4
5class GameRules;
6
7class DerivedLevelData : public LevelData
8{
9private:
10 LevelData *wrapped;
11
12public:
13 DerivedLevelData(LevelData *wrapped);
14
15protected:
16 virtual void setTagData(CompoundTag *tag); // 4J Added
17
18public:
19 CompoundTag *createTag();
20 CompoundTag *createTag(vector<shared_ptr<Player> > *players);
21 __int64 getSeed();
22 int getXSpawn();
23 int getYSpawn();
24 int getZSpawn();
25 __int64 getGameTime();
26 __int64 getDayTime();
27 __int64 getSizeOnDisk();
28 CompoundTag *getLoadedPlayerTag();
29 wstring getLevelName();
30 int getVersion();
31 __int64 getLastPlayed();
32 bool isThundering();
33 int getThunderTime();
34 bool isRaining();
35 int getRainTime();
36 GameType *getGameType();
37 void setSeed(__int64 seed);
38 void setXSpawn(int xSpawn);
39 void setYSpawn(int ySpawn);
40 void setZSpawn(int zSpawn);
41 void setGameTime(__int64 time);
42 void setDayTime(__int64 time);
43 void setSizeOnDisk(__int64 sizeOnDisk);
44 void setLoadedPlayerTag(CompoundTag *loadedPlayerTag);
45 void setDimension(int dimension);
46 void setSpawn(int xSpawn, int ySpawn, int zSpawn);
47 void setLevelName(const wstring &levelName);
48 void setVersion(int version);
49 void setThundering(bool thundering);
50 void setThunderTime(int thunderTime);
51 void setRaining(bool raining);
52 void setRainTime(int rainTime);
53 bool isGenerateMapFeatures();
54 void setGameType(GameType *gameType);
55 bool isHardcore();
56 LevelType *getGenerator();
57 void setGenerator(LevelType *generator);
58 bool getAllowCommands();
59 void setAllowCommands(bool allowCommands);
60 bool isInitialized();
61 void setInitialized(bool initialized);
62 GameRules *getGameRules();
63 int getXZSize(); // 4J Added
64 int getHellScale(); // 4J Addded
65};