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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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3.1 kB · 158 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158#include "stdafx.h"#include "net.minecraft.world.item.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.h"#include "FenceTile.h"
FenceTile::FenceTile(int id, const wstring &texture, Material *material) : Tile( id, material, isSolidRender()){ this->texture = texture;}
void FenceTile::addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source){ bool n = connectsTo(level, x, y, z - 1); bool s = connectsTo(level, x, y, z + 1); bool w = connectsTo(level, x - 1, y, z); bool e = connectsTo(level, x + 1, y, z);
float west = 6.0f / 16.0f; float east = 10.0f / 16.0f; float north = 6.0f / 16.0f; float south = 10.0f / 16.0f;
if (n) { north = 0; } if (s) { south = 1; } if (n || s) { setShape(west, 0, north, east, 1.5f, south); Tile::addAABBs(level, x, y, z, box, boxes, source); } north = 6.0f / 16.0f; south = 10.0f / 16.0f; if (w) { west = 0; } if (e) { east = 1; } if (w || e || (!n && !s)) { setShape(west, 0, north, east, 1.5f, south); Tile::addAABBs(level, x, y, z, box, boxes, source); }
if (n) { north = 0; } if (s) { south = 1; }
setShape(west, 0, north, east, 1.0f, south);}
void FenceTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param{ bool n = connectsTo(level, x, y, z - 1); bool s = connectsTo(level, x, y, z + 1); bool w = connectsTo(level, x - 1, y, z); bool e = connectsTo(level, x + 1, y, z);
float west = 6.0f / 16.0f; float east = 10.0f / 16.0f; float north = 6.0f / 16.0f; float south = 10.0f / 16.0f;
if (n) { north = 0; } if (s) { south = 1; } if (w) { west = 0; } if (e) { east = 1; }
setShape(west, 0, north, east, 1.0f, south);}
bool FenceTile::isSolidRender(bool isServerLevel){ return false;}
bool FenceTile::isCubeShaped(){ return false;}
bool FenceTile::isPathfindable(LevelSource *level, int x, int y, int z){ return false;}
int FenceTile::getRenderShape(){ return Tile::SHAPE_FENCE;}
bool FenceTile::connectsTo(LevelSource *level, int x, int y, int z){ int tile = level->getTile(x, y, z); if (tile == id || tile == Tile::fenceGate_Id) { return true; } Tile *tileInstance = Tile::tiles[tile]; if (tileInstance != NULL) { if (tileInstance->material->isSolidBlocking() && tileInstance->isCubeShaped()) { return tileInstance->material != Material::vegetable; } } return false;}
bool FenceTile::isFence(int tile){ return tile == Tile::fence_Id || tile == Tile::netherFence_Id;}
void FenceTile::registerIcons(IconRegister *iconRegister){ icon = iconRegister->registerIcon(texture);}
bool FenceTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face){ return true;}
bool FenceTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly){ if (level->isClientSide) return true; if (LeashItem::bindPlayerMobs(player, level, x, y, z)) { return true; } return false;}