Files
daoge b3feddfef3 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>
2026-03-03 03:04:10 +08:00

40 lines
1.6 KiB
C++

#pragma once
#include "Tile.h"
#include "Definitions.h"
class Random;
class HitResult;
class TorchTile : public Tile
{
friend class Tile;
protected:
TorchTile(int id);
public:
virtual AABB *getAABB(Level *level, int x, int y, int z);
virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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
using Tile::setShape;
virtual void setShape(int data);
virtual bool isSolidRender(bool isServerLevel = false);
virtual bool isCubeShaped();
virtual int getRenderShape();
virtual bool isConnection(Level *level, int x, int y, int z);
virtual bool mayPlace(Level *level, int x, int y, int z);
virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
virtual void tick(Level *level, int x, int y, int z, Random *random);
virtual void onPlace(Level *level, int x, int y, int z);
virtual void neighborChanged(Level *level, int x, int y, int z, int type);
protected:
virtual bool checkDoPop(Level *level, int x, int y, int z, int type);
virtual bool checkCanSurvive(Level *level, int x, int y, int z);
public:
virtual HitResult *clip(Level *level, int x, int y, int z, Vec3 *a, Vec3 *b);
virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
// 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
virtual bool shouldTileTick(Level *level, int x,int y,int z);
};