the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "net.minecraft.world.item.h" 3#include "net.minecraft.world.level.h" 4#include "net.minecraft.world.h" 5#include "FenceTile.h" 6 7FenceTile::FenceTile(int id, const wstring &texture, Material *material) : Tile( id, material, isSolidRender()) 8{ 9 this->texture = texture; 10} 11 12void FenceTile::addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source) 13{ 14 bool n = connectsTo(level, x, y, z - 1); 15 bool s = connectsTo(level, x, y, z + 1); 16 bool w = connectsTo(level, x - 1, y, z); 17 bool e = connectsTo(level, x + 1, y, z); 18 19 float west = 6.0f / 16.0f; 20 float east = 10.0f / 16.0f; 21 float north = 6.0f / 16.0f; 22 float south = 10.0f / 16.0f; 23 24 if (n) 25 { 26 north = 0; 27 } 28 if (s) 29 { 30 south = 1; 31 } 32 if (n || s) 33 { 34 setShape(west, 0, north, east, 1.5f, south); 35 Tile::addAABBs(level, x, y, z, box, boxes, source); 36 } 37 north = 6.0f / 16.0f; 38 south = 10.0f / 16.0f; 39 if (w) 40 { 41 west = 0; 42 } 43 if (e) 44 { 45 east = 1; 46 } 47 if (w || e || (!n && !s)) 48 { 49 setShape(west, 0, north, east, 1.5f, south); 50 Tile::addAABBs(level, x, y, z, box, boxes, source); 51 } 52 53 if (n) 54 { 55 north = 0; 56 } 57 if (s) 58 { 59 south = 1; 60 } 61 62 setShape(west, 0, north, east, 1.0f, south); 63} 64 65void FenceTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param 66{ 67 bool n = connectsTo(level, x, y, z - 1); 68 bool s = connectsTo(level, x, y, z + 1); 69 bool w = connectsTo(level, x - 1, y, z); 70 bool e = connectsTo(level, x + 1, y, z); 71 72 float west = 6.0f / 16.0f; 73 float east = 10.0f / 16.0f; 74 float north = 6.0f / 16.0f; 75 float south = 10.0f / 16.0f; 76 77 if (n) 78 { 79 north = 0; 80 } 81 if (s) 82 { 83 south = 1; 84 } 85 if (w) 86 { 87 west = 0; 88 } 89 if (e) 90 { 91 east = 1; 92 } 93 94 setShape(west, 0, north, east, 1.0f, south); 95} 96 97bool FenceTile::isSolidRender(bool isServerLevel) 98{ 99 return false; 100} 101 102bool FenceTile::isCubeShaped() 103{ 104 return false; 105} 106 107bool FenceTile::isPathfindable(LevelSource *level, int x, int y, int z) 108{ 109 return false; 110} 111 112int FenceTile::getRenderShape() 113{ 114 return Tile::SHAPE_FENCE; 115} 116 117bool FenceTile::connectsTo(LevelSource *level, int x, int y, int z) 118{ 119 int tile = level->getTile(x, y, z); 120 if (tile == id || tile == Tile::fenceGate_Id) 121 { 122 return true; 123 } 124 Tile *tileInstance = Tile::tiles[tile]; 125 if (tileInstance != NULL) 126 { 127 if (tileInstance->material->isSolidBlocking() && tileInstance->isCubeShaped()) 128 { 129 return tileInstance->material != Material::vegetable; 130 } 131 } 132 return false; 133} 134 135bool FenceTile::isFence(int tile) 136{ 137 return tile == Tile::fence_Id || tile == Tile::netherFence_Id; 138} 139 140void FenceTile::registerIcons(IconRegister *iconRegister) 141{ 142 icon = iconRegister->registerIcon(texture); 143} 144 145bool FenceTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face) 146{ 147 return true; 148} 149 150bool FenceTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly) 151{ 152 if (level->isClientSide) return true; 153 if (LeashItem::bindPlayerMobs(player, level, x, y, z)) 154 { 155 return true; 156 } 157 return false; 158}