feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
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@@ -12,25 +12,28 @@ protected:
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TorchTile(int id);
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public:
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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virtual AABB *getTileAABB(Level *level, int x, int y, int z);
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virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
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using Tile::setShape;
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virtual void setShape(int data);
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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bool isConnection(Level *level, int x, int y, int z);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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virtual void tick(Level *level, int x, int y, int z, Random *random);
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virtual void onPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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private:
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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virtual bool isConnection(Level *level, int x, int y, int z);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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virtual void tick(Level *level, int x, int y, int z, Random *random);
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virtual void onPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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protected:
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virtual bool checkDoPop(Level *level, int x, int y, int z, int type);
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virtual bool checkCanSurvive(Level *level, int x, int y, int z);
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public:
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virtual HitResult *clip(Level *level, int x, int y, int z, Vec3 *a, Vec3 *b);
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virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
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virtual void animateTick(Level *level, int xt, int yt, int zt, Random *random);
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// 4J Added so we can check before we try to add a tile to the tick list if it's actually going to do seomthing
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virtual bool shouldTileTick(Level *level, int x,int y,int z);
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};
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