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#pragma once
#include "Tile_SPU.h"
class FenceGateTile_SPU : public Tile_SPU
{
private:
static const int DIRECTION_MASK = 3;
static const int OPEN_BIT = 4;
public:
FenceGateTile_SPU(int id) : Tile_SPU(id) {}
Icon_SPU *getTexture(int face, int data) { return TileRef_SPU(wood_Id)->getTexture(face); }
static int getDirection(int data) { return (data & DIRECTION_MASK); }
virtual void updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = nullptr) // 4J added forceData, forceEntity param // Brought forward from 1.2.3
{
int data = getDirection(level->getData(x, y, z));
if (data == Direction::NORTH || data == Direction::SOUTH)
{
setShape(0, 0, 6.0f / 16.0f, 1, 1.0f, 10.0f / 16.0f);
}
else
{
setShape(6.0f / 16.0f, 0, 0, 10.0f / 16.0f, 1.0f, 1);
}
}
virtual bool blocksLight() { return false; }
virtual bool isSolidRender(bool isServerLevel = false) { return false; }
virtual int getRenderShape() { return Tile_SPU::SHAPE_FENCE_GATE; }
virtual bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face){ return true; }
static bool isOpen(int data) { return (data & OPEN_BIT) != 0; }
};
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