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 "Tile_SPU.h"
4#include "EntityTile_SPU.h"
5
6
7class SkullTile_SPU : public EntityTile_SPU
8{
9public:
10 static const int MAX_SKULL_TILES = 40;
11public:
12 static const int PLACEMENT_MASK = 0x7;
13 static const int NO_DROP_BIT = 0x8;
14
15 SkullTile_SPU(int id) : EntityTile_SPU(id) {}
16
17public:
18 int getRenderShape() { return SHAPE_INVISIBLE; }
19 bool isSolidRender(bool isServerLevel = false) { return false; }
20 bool isCubeShaped() { return false; }
21 void updateShape(ChunkRebuildData *level, int x, int y, int z)
22 {
23 int data = level->getData(x, y, z) & PLACEMENT_MASK;
24
25 switch (data)
26 {
27 default:
28 case Facing::UP:
29 setShape(4.0f / 16.0f, 0, 4.0f / 16.0f, 12.0f / 16.0f, .5f, 12.0f / 16.0f);
30 break;
31 case Facing::NORTH:
32 setShape(4.0f / 16.0f, 4.0f / 16.0f, .5f, 12.0f / 16.0f, 12.0f / 16.0f, 1);
33 break;
34 case Facing::SOUTH:
35 setShape(4.0f / 16.0f, 4.0f / 16.0f, 0, 12.0f / 16.0f, 12.0f / 16.0f, .5f);
36 break;
37 case Facing::WEST:
38 setShape(.5f, 4.0f / 16.0f, 4.0f / 16.0f, 1, 12.0f / 16.0f, 12.0f / 16.0f);
39 break;
40 case Facing::EAST:
41 setShape(0, 4.0f / 16.0f, 4.0f / 16.0f, .5f, 12.0f / 16.0f, 12.0f / 16.0f);
42 break;
43 }
44 }
45
46 Icon_SPU *getTexture(int face, int data) { return TileRef_SPU(hellSand_Id)->getTexture(face); }
47};