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#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};