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 PistonExtensionTile : public Tile
5{
6public:
7 // i'm reusing this block for the sticky pistons
8 static const int STICKY_BIT = 8;
9
10private:
11 Icon *overrideTopTexture;
12
13public:
14 PistonExtensionTile(int id);
15 virtual void setOverrideTopTexture(Icon *overrideTopTexture);
16 virtual void clearOverrideTopTexture();
17 virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
18 virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
19 virtual Icon *getTexture(int face, int data);
20 virtual void registerIcons(IconRegister *iconRegister);
21 virtual int getRenderShape();
22 virtual bool isSolidRender(bool isServerLevel = false);
23 virtual bool isCubeShaped();
24 virtual bool mayPlace(Level *level, int x, int y, int z);
25 virtual bool mayPlace(Level *level, int x, int y, int z, int face);
26 virtual int getResourceCount(Random *random);
27 virtual void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source);
28 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
29 virtual void neighborChanged(Level *level, int x, int y, int z, int type);
30 static int getFacing(int data);
31 virtual int cloneTileId(Level *level, int x, int y, int z);
32};