the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
at master 44 lines 1.2 kB view raw
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};