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 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};