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#include "Definitions.h"
4
5class Random;
6class HitResult;
7
8class TorchTile : public Tile
9{
10 friend class Tile;
11protected:
12 TorchTile(int id);
13public:
14 virtual AABB *getAABB(Level *level, int x, int y, int z);
15 virtual AABB *getTileAABB(Level *level, int x, int y, int z);
16 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
17 using Tile::setShape;
18 virtual void setShape(int data);
19 virtual bool isSolidRender(bool isServerLevel = false);
20 virtual bool isCubeShaped();
21 virtual int getRenderShape();
22 virtual bool isConnection(Level *level, int x, int y, int z);
23 virtual bool mayPlace(Level *level, int x, int y, int z);
24 virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
25 virtual void tick(Level *level, int x, int y, int z, Random *random);
26 virtual void onPlace(Level *level, int x, int y, int z);
27 virtual void neighborChanged(Level *level, int x, int y, int z, int type);
28
29protected:
30 virtual bool checkDoPop(Level *level, int x, int y, int z, int type);
31 virtual bool checkCanSurvive(Level *level, int x, int y, int z);
32
33public:
34 virtual HitResult *clip(Level *level, int x, int y, int z, Vec3 *a, Vec3 *b);
35 virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
36
37 // 4J Added so we can check before we try to add a tile to the tick list if it's actually going to do seomthing
38 virtual bool shouldTileTick(Level *level, int x,int y,int z);
39};