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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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1.7 kB · 65 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566#pragma once
#include "LevelData.h"
class GameRules;
class DerivedLevelData : public LevelData{private: LevelData *wrapped;
public: DerivedLevelData(LevelData *wrapped);
protected: virtual void setTagData(CompoundTag *tag); // 4J Added
public: CompoundTag *createTag(); CompoundTag *createTag(vector<shared_ptr<Player> > *players); __int64 getSeed(); int getXSpawn(); int getYSpawn(); int getZSpawn(); __int64 getGameTime(); __int64 getDayTime(); __int64 getSizeOnDisk(); CompoundTag *getLoadedPlayerTag(); wstring getLevelName(); int getVersion(); __int64 getLastPlayed(); bool isThundering(); int getThunderTime(); bool isRaining(); int getRainTime(); GameType *getGameType(); void setSeed(__int64 seed); void setXSpawn(int xSpawn); void setYSpawn(int ySpawn); void setZSpawn(int zSpawn); void setGameTime(__int64 time); void setDayTime(__int64 time); void setSizeOnDisk(__int64 sizeOnDisk); void setLoadedPlayerTag(CompoundTag *loadedPlayerTag); void setDimension(int dimension); void setSpawn(int xSpawn, int ySpawn, int zSpawn); void setLevelName(const wstring &levelName); void setVersion(int version); void setThundering(bool thundering); void setThunderTime(int thunderTime); void setRaining(bool raining); void setRainTime(int rainTime); bool isGenerateMapFeatures(); void setGameType(GameType *gameType); bool isHardcore(); LevelType *getGenerator(); void setGenerator(LevelType *generator); bool getAllowCommands(); void setAllowCommands(bool allowCommands); bool isInitialized(); void setInitialized(bool initialized); GameRules *getGameRules(); int getXZSize(); // 4J Added int getHellScale(); // 4J Addded};