the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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};