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* macOS Support & Cleanup * Fix malformed comments in build-wasm.bat * Emscripten Fixes * * Add shebang to the grabsounds.py script Since it was changed from rw- to rwx, I'll add the shebang so that it actually runs properly. * * Re-add the patch_data and readme files. * * Remove sound data. * Fix some more things. * Think it's ready to pull now... --------- Co-authored-by: BrentDaMage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include "Tile.hpp"
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class LiquidTile : public Tile
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{
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public:
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LiquidTile(int ID, Material*);
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virtual void onPlace(Level*, int x, int y, int z) override;
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virtual void neighborChanged(Level*, int x, int y, int z, int dir) override;
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virtual void tick(Level*, int x, int y, int z, Random* random) override;
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void animateTick(Level*, int x, int y, int z, Random* random) override;
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AABB* getAABB(Level*, int x, int y, int z) override;
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float getBrightness(LevelSource*, int x, int y, int z) override;
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int getRenderLayer() override;
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int getRenderShape() override;
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int getResource(int, Random*) override;
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int getResourceCount(Random*) override;
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int getTexture(int dir) override;
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int getTexture(int dir, int data) override;
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int getTickDelay() override;
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void handleEntityInside(Level*, int, int, int, Entity*, Vec3&) override;
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bool isCubeShaped() override;
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bool isSolidRender() override;
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bool mayPick(int data, bool b) override;
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bool shouldRenderFace(LevelSource*, int x, int y, int z, int dir) override;
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void updateLiquid(Level*, int x, int y, int z);
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void fizz(Level*, int x, int y, int z);
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int getColor(LevelSource*, int x, int y, int z) override;
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int getDepth(Level*, int x, int y, int z);
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int getRenderedDepth(LevelSource*, int x, int y, int z);
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Vec3 getFlow(LevelSource*, int x, int y, int z);
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static float getSlopeAngle(LevelSource*, int x, int y, int z, Material* pMtl);
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// @NOTE: This is inlined in minecraftcpp
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static float getWaterVolume(int data)
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{
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if (data >= 8)
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data = 0;
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return float(data + 1) / 9.0f;
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}
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public:
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int field_6C;
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bool field_70[4];
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int field_74[4];
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};
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