the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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};