the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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};