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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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3.3 kB · 164 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165#include "stdafx.h"#include "Arrays.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.phys.h"#include "WaterLevelChunk.h"#include "net.minecraft.world.level.biome.h"
WaterLevelChunk::WaterLevelChunk(Level *level, byteArray blocks, int x, int z): LevelChunk(level,blocks,x,z){ dontSave = true; // Set this as fully post-processed, so we don't try and run post-processing on any edge chunks that will overlap into real chunks terrainPopulated = LevelChunk::sTerrainPopulatedAllNeighbours | LevelChunk::sTerrainPostPostProcessed;}
bool WaterLevelChunk::isAt(int x, int z){ return x == this->x && z == this->z;}
void WaterLevelChunk::recalcBlockLights(){}
void WaterLevelChunk::recalcHeightmapOnly(){}
void WaterLevelChunk::recalcHeightmap(){}
void WaterLevelChunk::lightLava(){}
bool WaterLevelChunk::setTileAndData(int x, int y, int z, int _tile, int _data){ return true;}
bool WaterLevelChunk::setTile(int x, int y, int z, int _tile){ return true;}
bool WaterLevelChunk::setData(int x, int y, int z, int val, int mask, bool *maskedBitsChanged){ *maskedBitsChanged = true; return true;}
void WaterLevelChunk::setBrightness(LightLayer::variety layer, int x, int y, int z, int brightness){}
void WaterLevelChunk::addEntity(shared_ptr<Entity> e){}
void WaterLevelChunk::removeEntity(shared_ptr<Entity> e){}
void WaterLevelChunk::removeEntity(shared_ptr<Entity> e, int yc){}
void WaterLevelChunk::skyBrightnessChanged(){}
shared_ptr<TileEntity> WaterLevelChunk::getTileEntity(int x, int y, int z){ return shared_ptr<TileEntity>();}
void WaterLevelChunk::addTileEntity(shared_ptr<TileEntity> te){}
void WaterLevelChunk::setTileEntity(int x, int y, int z, shared_ptr<TileEntity> tileEntity){}
void WaterLevelChunk::removeTileEntity(int x, int y, int z){}
void WaterLevelChunk::load(){}
void WaterLevelChunk::unload(bool unloadTileEntities) // 4J - added parameter{}
bool WaterLevelChunk::containsPlayer(){ return false;}
void WaterLevelChunk::markUnsaved(){}
void WaterLevelChunk::getEntities(shared_ptr<Entity> except, AABB bb, vector<shared_ptr<Entity> > &es){}
void WaterLevelChunk::getEntitiesOfClass(const type_info& ec, AABB bb, vector<shared_ptr<Entity> > &es){}
int WaterLevelChunk::countEntities(){ return 0;}
bool WaterLevelChunk::shouldSave(bool force){ return false;}
void WaterLevelChunk::setBlocks(byteArray newBlocks, int sub){}
int WaterLevelChunk::setBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting/* = true*/){ int xs = x1 - x0; int ys = y1 - y0; int zs = z1 - z0;
int s = xs * ys * zs;
if( includeLighting ) { return s + s / 2 * 3; } else { return s + s / 2; }}
bool WaterLevelChunk::testSetBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p){ return false;}
Random *WaterLevelChunk::getRandom(__int64 l){ return new Random((level->getSeed() + x * x * 4987142 + x * 5947611 + z * z * 4392871l + z * 389711) ^ l);}
void WaterLevelChunk::setLevelChunkBrightness(LightLayer::variety layer, int x, int y, int z, int brightness){ LevelChunk::setBrightness(layer, x, y, z, brightness);}
Biome *WaterLevelChunk::getBiome(int x, int z, BiomeSource *biomeSource){ return NULL;}