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.h"
4
5class BasePressurePlateTile : public Tile
6{
7private:
8 wstring texture;
9
10protected:
11 BasePressurePlateTile(int id, const wstring &tex, Material *material);
12
13public:
14 virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
15
16protected:
17 virtual void updateShape(int data);
18
19public:
20 virtual int getTickDelay(Level *level);
21 virtual AABB *getAABB(Level *level, int x, int y, int z);
22 virtual bool isSolidRender(bool isServerLevel = false);
23 virtual bool blocksLight();
24 virtual bool isCubeShaped();
25 virtual bool isPathfindable(LevelSource *level, int x, int y, int z);
26 virtual bool mayPlace(Level *level, int x, int y, int z);
27 virtual void neighborChanged(Level *level, int x, int y, int z, int type);
28 virtual void tick(Level *level, int x, int y, int z, Random *random);
29 virtual void entityInside(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
30
31protected:
32 virtual void checkPressed(Level *level, int x, int y, int z, int oldSignal);
33 virtual AABB *getSensitiveAABB(int x, int y, int z);
34
35public:
36 virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
37
38protected:
39 virtual void updateNeighbours(Level *level, int x, int y, int z);
40
41public:
42 virtual int getSignal(LevelSource *level, int x, int y, int z, int dir);
43 virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir);
44 virtual bool isSignalSource();
45 virtual void updateDefaultShape();
46 virtual int getPistonPushReaction();
47
48protected:
49 virtual int getSignalStrength(Level *level, int x, int y, int z) = 0;
50 virtual int getSignalForData(int data) = 0;
51 virtual int getDataForSignal(int signal) = 0;
52
53public:
54 virtual void registerIcons(IconRegister *iconRegister);
55};