#pragma once #include "LevelData.h" class GameRules; class DerivedLevelData : public LevelData { private: LevelData* wrapped; public: DerivedLevelData(LevelData* wrapped); protected: virtual void setTagData(CompoundTag* tag); // 4J Added public: CompoundTag* createTag(); CompoundTag* createTag(std::vector >* players); int64_t getSeed(); int getXSpawn(); int getYSpawn(); int getZSpawn(); int64_t getGameTime(); int64_t getDayTime(); int64_t getSizeOnDisk(); CompoundTag* getLoadedPlayerTag(); std::wstring getLevelName(); int getVersion(); int64_t getLastPlayed(); bool isThundering(); int getThunderTime(); bool isRaining(); int getRainTime(); GameType* getGameType(); void setSeed(int64_t seed); void setXSpawn(int xSpawn); void setYSpawn(int ySpawn); void setZSpawn(int zSpawn); void setGameTime(int64_t time); void setDayTime(int64_t time); void setSizeOnDisk(int64_t sizeOnDisk); void setLoadedPlayerTag(CompoundTag* loadedPlayerTag); void setDimension(int dimension); void setSpawn(int xSpawn, int ySpawn, int zSpawn); void setLevelName(const std::wstring& levelName); void setVersion(int version); void setThundering(bool thundering); void setThunderTime(int thunderTime); void setRaining(bool raining); void setRainTime(int rainTime); bool isGenerateMapFeatures(); void setGameType(GameType* gameType); bool isHardcore(); LevelType* getGenerator(); void setGenerator(LevelType* generator); bool getAllowCommands(); void setAllowCommands(bool allowCommands); bool isInitialized(); void setInitialized(bool initialized); GameRules* getGameRules(); int getXZSize(); // 4J Added int getHellScale(); // 4J Addded };