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.h" 3 4class LeverTile : public Tile 5{ 6 friend class Tile; 7protected: 8 LeverTile(int id); 9public: 10 virtual AABB *getAABB(Level *level, int x, int y, int z); 11 virtual bool blocksLight(); 12 virtual bool isSolidRender(bool isServerLevel = false); 13 virtual bool isCubeShaped(); 14 virtual int getRenderShape(); 15 virtual bool mayPlace(Level *level, int x, int y, int z, int face); 16 virtual bool mayPlace(Level *level, int x, int y, int z); 17 virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue); 18 virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance); 19 static int getLeverFacing(int facing); 20 virtual void neighborChanged(Level *level, int x, int y, int z, int type); 21private: 22 virtual bool checkCanSurvive(Level *level, int x, int y, int z); 23public: 24 virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param 25 virtual bool TestUse(); 26 virtual bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param 27 virtual void onRemove(Level *level, int x, int y, int z, int id, int data); 28 virtual int getSignal(LevelSource *level, int x, int y, int z, int dir); 29 virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir); 30 virtual bool isSignalSource(); 31};