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#pragma once
#include "Tile_SPU.h"
// TileRenderer not implemented, so minimum of stuff here
class BedTile_SPU : public Tile_SPU
{
public:
// static const int PART_FOOT = 0;
// static const int PART_HEAD = 1;
//
// static const int HEAD_PIECE_DATA = 0x8;
// static const int OCCUPIED_DATA = 0x4;
//
// static int HEAD_DIRECTION_OFFSETS[4][2];
BedTile_SPU(int id) : Tile_SPU(id) {}
virtual Icon_SPU *getTexture(int face, int data) { return nullptr; }
virtual int getRenderShape() { return Tile_SPU::SHAPE_BED; }
virtual bool isSolidRender(bool isServerLevel = false) { return false; }
virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = nullptr) // 4J added forceData, forceEntity param
{
setShape();
}
void setShape() { Tile_SPU::setShape(0, 0, 0, 1, 9 / 16.0f, 1); }
};
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