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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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2.3 kB · 66 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566#pragma once#include "Tile.h"#include "Definitions.h"
class Player;class Random;class Level;
class ButtonTile : public Tile{ friend class Tile;
private: bool sensitive;
protected: ButtonTile(int id, bool sensitive);
public: Icon *getTexture(int face, int data); virtual AABB *getAABB(Level *level, int x, int y, int z); virtual int getTickDelay(Level *level); virtual bool blocksLight(); virtual bool isSolidRender(bool isServerLevel = false); virtual bool isCubeShaped(); virtual bool mayPlace(Level *level, int x, int y, int z, int face); virtual bool mayPlace(Level *level, int x, int y, int z); virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
private: int findFace(Level *level, int x, int y, int z);
public: virtual void neighborChanged(Level *level, int x, int y, int z, int type);
private: bool checkCanSurvive(Level *level, int x, int y, int z);
public: virtual 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
private: void updateShape(int data);
public: virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player); virtual bool TestUse(); virtual bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param virtual void onRemove(Level *level, int x, int y, int z, int id, int data); virtual int getSignal(LevelSource *level, int x, int y, int z, int dir); virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir); virtual bool isSignalSource(); virtual void tick(Level *level, int x, int y, int z, Random *random); virtual void updateDefaultShape(); void entityInside(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
private: void checkPressed(Level *level, int x, int y, int z); void updateNeighbours(Level *level, int x, int y, int z, int dir);
public: void registerIcons(IconRegister *iconRegister);
// 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);};