the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "Tile_SPU.h"
3
4class RailTile_SPU : public Tile_SPU
5{
6
7public:
8 static const int RAIL_DATA_BIT = 8;
9 static const int RAIL_DIRECTION_MASK = 7;
10
11 RailTile_SPU(int id) : Tile_SPU(id) {}
12 virtual bool isSolidRender(bool isServerLevel = false) { return false; }
13 virtual void updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = NULL) // 4J added forceData, forceEntity param
14 {
15 int data = level->getData(x, y, z);
16 if (data >= 2 && data <= 5)
17 {
18 setShape(0, 0, 0, 1, 2 / 16.0f + 0.5f, 1);
19 } else
20 {
21 setShape(0, 0, 0, 1, 2 / 16.0f, 1);
22 }
23 }
24 virtual Icon_SPU *getTexture(int face, int data)
25 {
26 bool usesDataBit = false;
27 Icon_SPU* iconTurn = &ms_pTileData->railTile_iconTurn;
28 if(id == goldenRail_Id)
29 {
30 usesDataBit = true;
31 iconTurn = &ms_pTileData->railTile_iconTurnGolden;
32 }
33
34 if (usesDataBit)
35 {
36// if (id == Tile::goldenRail_Id)
37// {
38 if ((data & RAIL_DATA_BIT) == 0)
39 {
40 return icon();
41 }
42 else
43 {
44 return iconTurn; // Actually the powered rail on version
45 }
46// }
47 } else if (data >= 6) return iconTurn;
48 return icon();
49
50 }
51 virtual int getRenderShape() { return Tile_SPU::SHAPE_RAIL; }
52 bool isUsesDataBit()
53 {
54 if(id == goldenRail_Id || id == detectorRail_Id)
55 return true;
56 return false;
57 }
58};