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#include "Tile_SPU.h" 3#include <math.h> 4 5class Vec3_SPU 6{ 7public: 8 float x,y,z; 9 Vec3_SPU(float xVal, float yVal, float zVal) :x(xVal), y(yVal), z(zVal) {} 10 Vec3_SPU normalize() 11 { 12 float dist = sqrtf(x * x + y * y + z * z); 13 if (dist < 0.0001) return Vec3_SPU(0, 0, 0); 14 return Vec3_SPU(x / dist, y / dist, z / dist); 15 } 16 Vec3_SPU add(float x, float y, float z) 17 { 18 return Vec3_SPU(this->x+x, this->y+y, this->z+z); 19 } 20 21}; 22 23 24class LiquidTile_SPU : public Tile_SPU 25{ 26public: 27 28 LiquidTile_SPU(int id) : Tile_SPU(id) {} 29public: 30// virtual int getColor() const; 31 virtual int getColor(ChunkRebuildData *level, int x, int y, int z); 32 virtual int getColor(ChunkRebuildData *level, int x, int y, int z, int data); // 4J added 33 static float getHeight(int d); 34 static double getSlopeAngle(ChunkRebuildData *level, int x, int y, int z, Material_SPU *m); 35 virtual Icon_SPU *getTexture(int face, int data); 36 virtual int getDepth(ChunkRebuildData *level, int x, int y, int z); 37 virtual int getRenderedDepth(ChunkRebuildData *level, int x, int y, int z); 38 virtual bool isSolidRender(bool isServerLevel = false); 39 virtual bool isSolidFace(ChunkRebuildData *level, int x, int y, int z, int face); 40 virtual bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face); 41 virtual int getRenderShape(); 42 virtual Vec3_SPU getFlow(ChunkRebuildData *level, int x, int y, int z); 43 virtual int getRenderLayer(); 44 virtual int getLightColor(ChunkRebuildData *level, int x, int y, int z); // 4J - brought forward from 1.8.2 45 virtual float getBrightness(ChunkRebuildData *level, int x, int y, int z); 46private: 47};