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