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50
Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/AnvilTile_SPU.h
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50
Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/AnvilTile_SPU.h
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#pragma once
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#include "Tile_SPU.h"
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class FallingTile;
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class AnvilTile_SPU : public Tile_SPU
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{
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public:
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static const int PART_BASE = 0;
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static const int PART_JOINT = 1;
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static const int PART_COLUMN = 2;
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static const int PART_TOP = 3;
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static const int ANVIL_NAMES_LENGTH = 3;
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// public:
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//int part;
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AnvilTile_SPU(int id) : Tile_SPU(id) {}
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public:
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bool isCubeShaped() { return false; }
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bool isSolidRender(bool isServerLevel = false) { return false; }
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Icon_SPU *getTexture(int face, int data)
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{
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if (ms_pTileData->anvilPart == PART_TOP && face == Facing::UP)
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{
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int damage = (data >> 2) % ANVIL_NAMES_LENGTH;
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return &ms_pTileData->anvil_icons[damage];
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}
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return icon();
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}
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int getRenderShape() { return Tile_SPU::SHAPE_ANVIL; }
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void updateShape(ChunkRebuildData *level, int x, int y, int z)
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{
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int dir = level->getData(x, y, z) & 3;
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if (dir == Direction::EAST || dir == Direction::WEST)
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{
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setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f);
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}
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else
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{
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setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1);
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}
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}
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bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face) { return true; }
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};
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