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 3#include "EntityTile_SPU.h" 4 5 6class SignTile_SPU : public EntityTile_SPU 7{ 8public: 9 SignTile_SPU(int id) : EntityTile_SPU(id) {} 10 bool onGround() 11 { 12 if(id == wallSign_Id) 13 return false; 14 // sign_Id 15 return true; 16 } 17 18 Icon_SPU *getTexture(int face, int data){ return TileRef_SPU(wood_Id)->getTexture(face); } 19 void updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = NULL) // 4J added forceData, forceEntity param 20 { 21 if (onGround()) return; 22 int face = level->getData(x, y, z); 23 float h0 = (4 + 0.5f) / 16.0f; 24 float h1 = (12 + 0.5f) / 16.0f; 25 float w0 = 0 / 16.0f; 26 float w1 = 16 / 16.0f; 27 float d0 = 2 / 16.0f; 28 setShape(0, 0, 0, 1, 1, 1); 29 if (face == 2) setShape(w0, h0, 1 - d0, w1, h1, 1); 30 if (face == 3) setShape(w0, h0, 0, w1, h1, d0); 31 if (face == 4) setShape(1 - d0, h0, w0, 1, h1, w1); 32 if (face == 5) setShape(0, h0, w0, d0, h1, w1); 33 } 34 35 int getRenderShape() { return Tile_SPU::SHAPE_INVISIBLE; } 36 bool isCubeShaped() { return false; } 37 bool isSolidRender(bool isServerLevel = false) { return false; } 38};