This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
75 lines
1.5 KiB
C++
75 lines
1.5 KiB
C++
#include "stdafx.h"
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#include "FenceTile_SPU.h"
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#include "ChunkRebuildData.h"
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void FenceTile_SPU::updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData, TileEntity* forceEntity) // 4J added forceData, forceEntity param
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{
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bool n = connectsTo(level, x, y, z - 1);
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bool s = connectsTo(level, x, y, z + 1);
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bool w = connectsTo(level, x - 1, y, z);
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bool e = connectsTo(level, x + 1, y, z);
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float west = 6.0f / 16.0f;
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float east = 10.0f / 16.0f;
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float north = 6.0f / 16.0f;
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float south = 10.0f / 16.0f;
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if (n)
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{
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north = 0;
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}
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if (s)
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{
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south = 1;
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}
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if (w)
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{
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west = 0;
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}
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if (e)
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{
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east = 1;
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}
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setShape(west, 0, north, east, 1.0f, south);
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}
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bool FenceTile_SPU::blocksLight()
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{
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return false;
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}
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bool FenceTile_SPU::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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int FenceTile_SPU::getRenderShape()
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{
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return Tile_SPU::SHAPE_FENCE;
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}
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bool FenceTile_SPU::connectsTo(ChunkRebuildData *level, int x, int y, int z)
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{
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int tile = level->getTile(x, y, z);
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if (tile == id || tile == Tile_SPU::fenceGate_Id)
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{
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return true;
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}
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TileRef_SPU tileInstance(tile);
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if (tileInstance.getPtr() != NULL)
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{
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if (tileInstance->getMaterial()->isSolidBlocking() && tileInstance->isCubeShaped())
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{
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return tileInstance->getMaterial()->getID() != Material_SPU::vegetable_Id;
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}
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}
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return false;
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}
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bool FenceTile_SPU::shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face)
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{
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return true;
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} |