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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.4 kB · 77 lines
C
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677#pragma once#include "Particle.h"#include "..\Minecraft.World\CompoundTag.h"
class ParticleEngine;
class FireworksParticles{public:
class FireworksStarter : public Particle { public: virtual eINSTANCEOF GetType() { return eType_FIREWORKSSTARTERPARTICLE; }
private: int life; ParticleEngine *engine; ListTag<CompoundTag> *explosions; bool twinkleDelay;
public: FireworksStarter(Level *level, double x, double y, double z, double xd, double yd, double zd, ParticleEngine *engine, CompoundTag *infoTag); virtual void render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2); virtual void tick(); bool isFarAwayFromCamera(); void createParticle(double x, double y, double z, double xa, double ya, double za, intArray rgbColors, intArray fadeColors, bool trail, bool flicker); void createParticleBall(double baseSpeed, int steps, intArray rgbColors, intArray fadeColors, bool trail, bool flicker); void createParticleShape(double baseSpeed, coords2DArray coords, intArray rgbColors, intArray fadeColors, bool trail, bool flicker, bool flat); void createParticleBurst(intArray rgbColors, intArray fadeColors, bool trail, bool flicker);
public: int getParticleTexture(); };
class FireworksSparkParticle : public Particle { public: virtual eINSTANCEOF GetType() { return eType_FIREWORKSSPARKPARTICLE; }
private: int baseTex; bool trail; bool flicker; ParticleEngine *engine;
float fadeR; float fadeG; float fadeB; bool hasFade;
public: FireworksSparkParticle(Level *level, double x, double y, double z, double xa, double ya, double za, ParticleEngine *engine); void setTrail(bool trail); void setFlicker(bool flicker); using Particle::setColor; void setColor(int rgb); void setFadeColor(int rgb); virtual AABB *getCollideBox(); virtual bool isPushable(); virtual void render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2); virtual void tick(); virtual void setBaseTex(int baseTex); virtual int getLightColor(float a); virtual float getBrightness(float a); };
class FireworksOverlayParticle : public Particle { public: virtual eINSTANCEOF GetType() { return eType_FIREWORKSOVERLAYPARTICLE; } FireworksOverlayParticle(Level *level, double x, double y, double z);
void render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2); };};