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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#pragma once
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#include "Tile_SPU.h"
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#include "Facing_SPU.h"
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class RotatedPillarTile_SPU : public Tile_SPU
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{
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public:
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static const int MASK_TYPE = 0x3;
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static const int MASK_FACING = 0xC;
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static const int FACING_Y = 0 << 2;
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static const int FACING_X = 1 << 2;
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static const int FACING_Z = 2 << 2;
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protected:
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RotatedPillarTile_SPU(int id) : Tile_SPU(id) {}
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public:
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virtual int getRenderShape() { return Tile_SPU::SHAPE_TREE; };
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virtual Icon_SPU *getTexture(int face, int data) {
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int dir = data & MASK_FACING;
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int type = data & MASK_TYPE;
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if (dir == FACING_Y && (face == Facing::UP || face == Facing::DOWN))
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{
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return getTopTexture(type);
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}
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else if (dir == FACING_X && (face == Facing::EAST || face == Facing::WEST))
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{
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return getTopTexture(type);
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}
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else if (dir == FACING_Z && (face == Facing::NORTH || face == Facing::SOUTH))
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{
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return getTopTexture(type);
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}
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return getTypeTexture(type);
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};
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protected:
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virtual Icon_SPU *getTypeTexture(int type) = 0;
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virtual Icon_SPU *getTopTexture(int type) = 0;
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};
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