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#pragma once
#include "Tile.h"
class Player;
class TopSnowTile : public Tile
{
friend class Tile;
public:
static const int MAX_HEIGHT;
static const int HEIGHT_MASK;
protected:
TopSnowTile(int id);
public:
void registerIcons(IconRegister *iconRegister);
AABB *getAABB(Level *level, int x, int y, int z);
public:
static float getHeight(Level *level, int x, int y, int z);
public:
bool blocksLight();
public:
bool isSolidRender(bool isServerLevel = false);
public:
bool isCubeShaped();
public:
void updateDefaultShape();
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
protected:
void updateShape(int data);
public:
bool mayPlace(Level *level, int x, int y, int z);
public:
void neighborChanged(Level *level, int x, int y, int z, int type);
private:
bool checkCanSurvive(Level *level, int x, int y, int z);
public:
void playerDestroy(Level *level, shared_ptr<Player> player, int x, int y, int z, int data);
public:
int getResource(int data, Random *random, int playerBonusLevel);
public:
int getResourceCount(Random *random);
public:
void tick(Level *level, int x, int y, int z, Random *random);
public:
bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
// 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
virtual bool shouldTileTick(Level *level, int x,int y,int z);
};
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