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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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2.1 kB · 76 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677#include "stdafx.h"#include "WaterLilyTile.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.entity.item.h"#include "..\Minecraft.Client\Minecraft.h"#include "AABB.h"
WaterlilyTile::WaterlilyTile(int id) : Bush(id){ this->updateDefaultShape();}
// 4J Added overridevoid WaterlilyTile::updateDefaultShape(){ float ss = 0.5f; float hh = 0.25f / 16.0f; setShape(0.5f - ss, 0, 0.5f - ss, 0.5f + ss, hh, 0.5f + ss);}
int WaterlilyTile::getRenderShape(){ return Tile::SHAPE_LILYPAD;}
void WaterlilyTile::addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source){ if (source == NULL || !source->instanceof(eTYPE_BOAT)) { Bush::addAABBs(level, x, y, z, box, boxes, source); }}
AABB *WaterlilyTile::getAABB(Level *level, int x, int y, int z){ ThreadStorage *tls = (ThreadStorage *)TlsGetValue(Tile::tlsIdxShape); // 4J Stu - Added this so that the TLS shape is correct for this tile if(tls->tileId != this->id) updateDefaultShape(); return AABB::newTemp(x + tls->xx0, y + tls->yy0, z + tls->zz0, x + tls->xx1, y + tls->yy1, z + tls->zz1);}
int WaterlilyTile::getColor() const{ return Minecraft::GetInstance()->getColourTable()->getColor(eMinecraftColour_Tile_WaterLily); //0x208030}
int WaterlilyTile::getColor(int auxData){ return Minecraft::GetInstance()->getColourTable()->getColor(eMinecraftColour_Tile_WaterLily); //0x208030}
int WaterlilyTile::getColor(LevelSource *level, int x, int y, int z){ return Minecraft::GetInstance()->getColourTable()->getColor(eMinecraftColour_Tile_WaterLily); //0x208030}
int WaterlilyTile::getColor(LevelSource *level, int x, int y, int z, int data) //0x208030{ return getColor(level, x, y, z);}
bool WaterlilyTile::mayPlaceOn(int tile){ return tile == Tile::calmWater_Id;}
bool WaterlilyTile::canSurvive(Level *level, int x, int y, int z){ if (y < 0 || y >= Level::maxBuildHeight) return false; return level->getMaterial(x, y - 1, z) == Material::water && level->getData(x, y - 1, z) == 0;}
bool WaterlilyTile::growTree(Level *level, int x, int y, int z, Random *random){ return false;}