feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -12,25 +12,28 @@ protected:
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TorchTile(int id);
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public:
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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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
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using Tile::setShape;
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virtual void setShape(int data);
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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bool isConnection(Level *level, int x, int y, int z);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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virtual void tick(Level *level, int x, int y, int z, Random *random);
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virtual void onPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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private:
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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virtual bool isConnection(Level *level, int x, int y, int z);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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virtual void tick(Level *level, int x, int y, int z, Random *random);
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virtual void onPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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protected:
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virtual bool checkDoPop(Level *level, int x, int y, int z, int type);
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virtual bool checkCanSurvive(Level *level, int x, int y, int z);
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public:
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virtual HitResult *clip(Level *level, int x, int y, int z, Vec3 *a, Vec3 *b);
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virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
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virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
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// 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
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virtual bool shouldTileTick(Level *level, int x,int y,int z);
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};
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