the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "Tile.h"
4
5class TripWireSourceTile : public Tile
6{
7public:
8 using Tile::getTickDelay;
9
10 static const int MASK_DIR = 0x3;
11 static const int MASK_ATTACHED = 0x4;
12 static const int MASK_POWERED = 0x8;
13 static const int WIRE_DIST_MIN = 1;
14 static const int WIRE_DIST_MAX = 2 + 40; // 2 hooks + x string
15
16 TripWireSourceTile(int id);
17
18 AABB *getAABB(Level *level, int x, int y, int z);
19 bool blocksLight();
20 bool isSolidRender(bool isServerLevel = false);
21 bool isCubeShaped();
22 int getRenderShape();
23 int getTickDelay(Level *level);
24 bool mayPlace(Level *level, int x, int y, int z, int face);
25 bool mayPlace(Level *level, int x, int y, int z);
26 int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
27 void finalizePlacement(Level *level, int x, int y, int z, int data);
28 void neighborChanged(Level *level, int x, int y, int z, int type);
29 void calculateState(Level *level, int x, int y, int z, int id, int data, bool canUpdate, int wireSource, int wireSourceData);
30 void tick(Level *level, int x, int y, int z, Random *random);
31
32private:
33 void playSound(Level *level, int x, int y, int z, bool attached, bool powered, bool wasAttached, bool wasPowered);
34 void notifyNeighbors(Level *level, int x, int y, int z, int dir);
35 bool checkCanSurvive(Level *level, int x, int y, int z);
36
37public:
38 void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
39 void onRemove(Level *level, int x, int y, int z, int id, int data);
40 virtual int getSignal(LevelSource *level, int x, int y, int z, int dir);
41 virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir);
42 bool isSignalSource();
43};