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* StructureGrowEvent, expose internal dimension id * Update StructureGrowEvent.cs * PlayerLoginEvent, ability to change xuids, get xuids, stub for experimental player connection api * add docs, fix up to use cmake --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#pragma once
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#include "LeafTile.h"
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#include "Bush.h"
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class Random;
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class ChunkRebuildData;
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class Sapling : public Bush
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{
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friend class Tile;
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friend class ChunkRebuildData;
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public:
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static const int TYPE_DEFAULT = LeafTile::NORMAL_LEAF;
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static const int TYPE_EVERGREEN = LeafTile::EVERGREEN_LEAF;
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static const int TYPE_BIRCH = LeafTile::BIRCH_LEAF;
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static const int TYPE_JUNGLE = LeafTile::JUNGLE_LEAF;
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static const int SAPLING_NAMES_SIZE = 4;
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static int SAPLING_NAMES[SAPLING_NAMES_SIZE];
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private:
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static const wstring TEXTURE_NAMES[];
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Icon **icons;
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static const int TYPE_MASK = 3;
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static const int AGE_BIT = 8;
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protected:
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Sapling(int id);
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public:
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virtual void updateDefaultShape(); // 4J Added override
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virtual void tick(Level *level, int x, int y, int z, Random *random);
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virtual Icon *getTexture(int face, int data);
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virtual void advanceTree(Level* level, int x, int y, int z, Random* random, bool naturalGrowth = true, int entityId = -1);
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void growTree(Level* level, int x, int y, int z, Random* random, bool naturalGrowth = true, int entityId = -1);
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virtual unsigned int getDescriptionId(int iData = -1);
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bool isSapling(Level *level, int x, int y, int z, int type);
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protected:
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int getSpawnResourcesAuxValue(int data);
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public:
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void registerIcons(IconRegister *iconRegister);
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};
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