wip_feat(PS3): Implement SPU variants for a portion of TU19's blocks
crashes at a stack overflow, cant be assed to fix it atm
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@@ -1,21 +1,23 @@
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#pragma once
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#include "Tile_SPU.h"
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#include "BasePressurePlateTile_SPU.h"
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class PressurePlateTile_SPU : public Tile_SPU
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class PressurePlateTile_SPU : public BasePressurePlateTile_SPU
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{
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public:
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enum Sensitivity
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enum Sensitivity
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{
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everything,
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mobs,
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players
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};
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everything, mobs, players
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};
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PressurePlateTile_SPU(int id) : Tile_SPU(id) {}
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool blocksLight();
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private:
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Sensitivity sensitivity;
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virtual void updateShape(ChunkRebuildData *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = NULL); // 4J added forceData, forceEntity param
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virtual void updateDefaultShape();
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};
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public:
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PressurePlateTile_SPU(int id) : BasePressurePlateTile_SPU(id) {}
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protected:
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virtual int getSignalForData(int data) {
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// 15 is Redstone::SIGNAL_MAX
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return data == 1 ? 15 : 0;
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};
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};
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