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 "DiodeTile_SPU.h" 4 5class RedStoneDustTile_SPU : public Tile_SPU 6{ 7public: 8 static const int TEXTURE_CROSS = 0; 9 static const int TEXTURE_LINE = 1; 10 static const int TEXTURE_CROSS_OVERLAY = 2; 11 static const int TEXTURE_LINE_OVERLAY = 3; 12 13 RedStoneDustTile_SPU(int id) : Tile_SPU(id) {} 14 virtual bool isSolidRender(bool isServerLevel = false) { return false; } 15 virtual bool isCubeShaped() { return false; } 16 virtual int getRenderShape() { return Tile_SPU::SHAPE_RED_DUST; } 17 virtual int getColor() const { return 0x800000; }// 4J Added 18 virtual int getColor(LevelSource *level, int x, int y, int z) { return 0x800000; } 19 virtual int getColor(LevelSource *level, int x, int y, int z, int data) { return 0x800000; } // 4J added 20 static Icon_SPU *getTextureByName(int name) 21 { 22 switch(name) 23 { 24 case TEXTURE_CROSS: return &ms_pTileData->redStoneDust_iconCross; 25 case TEXTURE_LINE: return &ms_pTileData->redStoneDust_iconLine; 26 case TEXTURE_CROSS_OVERLAY: return &ms_pTileData->redStoneDust_iconCrossOver; 27 case TEXTURE_LINE_OVERLAY: return &ms_pTileData->redStoneDust_iconLineOver; 28 } 29 return NULL; 30 } 31 32 static bool shouldConnectTo(ChunkRebuildData *level, int x, int y, int z, int direction) 33 { 34 int t = level->getTile(x, y, z); 35 if (t == Tile_SPU::redStoneDust_Id) return true; 36 if (t == 0) return false; 37 if (t == Tile_SPU::diode_off_Id || t == Tile_SPU::diode_on_Id) 38 { 39 int data = level->getData(x, y, z); 40 return direction == (data & DiodeTile_SPU::DIRECTION_MASK) || direction == Direction::DIRECTION_OPPOSITE[data & DiodeTile_SPU::DIRECTION_MASK]; 41 } 42 else if (TileRef_SPU(t)->isSignalSource() && direction != Direction::UNDEFINED) return true; 43 44 return false; 45 46 } 47 48};