the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "Tile_SPU.h"
3
4
5class FireTile_SPU : public Tile_SPU
6{
7public:
8 FireTile_SPU(int id) : Tile_SPU(id) {}
9
10 virtual bool blocksLight() { return false; }
11 virtual bool isSolidRender(bool isServerLevel = false) { return false; }
12 virtual bool isCubeShaped() { return false; }
13 virtual int getRenderShape() {return Tile_SPU::SHAPE_FIRE; }
14
15 Icon_SPU *getTextureLayer(int layer) { return &ms_pTileData->fireTile_icons[layer];}
16 Icon_SPU *getTexture(int face, int data) { return &ms_pTileData->fireTile_icons[0];}
17
18 static bool canBurn(ChunkRebuildData *level, int x, int y, int z)
19 {
20 int id = level->getTile(x, y, z);
21 switch (id)
22 {
23 case Tile_SPU::wood_Id:
24 case Tile_SPU::woodSlab_Id:
25 case Tile_SPU::woodSlabHalf_Id:
26 case Tile_SPU::fence_Id:
27 case Tile_SPU::stairs_wood_Id:
28 case Tile_SPU::stairs_birchwood_Id:
29 case Tile_SPU::stairs_sprucewood_Id:
30 case Tile_SPU::stairs_junglewood_Id:
31 case Tile_SPU::treeTrunk_Id:
32 case Tile_SPU::leaves_Id:
33 case Tile_SPU::bookshelf_Id:
34 case Tile_SPU::tnt_Id:
35 case Tile_SPU::tallgrass_Id:
36 case Tile_SPU::cloth_Id:
37 case Tile_SPU::vine_Id:
38 return true;
39 default:
40 return false;
41 }
42 return false;
43 }
44};