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44
Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/DiodeTile_SPU.h
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44
Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/DiodeTile_SPU.h
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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 DiodeTile_SPU : public Tile_SPU
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{
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public:
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static const int DIRECTION_MASK = 0x3;
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static const int DELAY_MASK = 0xC;
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static const int DELAY_SHIFT = 2;
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static const double DELAY_RENDER_OFFSETS[4];
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static const int DELAYS[4];
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public:
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DiodeTile_SPU(int id) : Tile_SPU(id) {}
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virtual Icon_SPU *getTexture(int face, int data)
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{
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// down is used by the torch tesselator
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if (face == Facing::DOWN)
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{
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if (id==diode_on_Id)
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{
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return TileRef_SPU(notGate_on_Id)->getTexture(face);
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}
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return TileRef_SPU(notGate_off_Id)->getTexture(face);
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}
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if (face == Facing::UP)
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{
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return icon();
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}
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// edge of stone half-step
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return TileRef_SPU(stoneSlab_Id)->getTexture(Facing::UP);
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}
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virtual bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
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{
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if (face == Facing::DOWN || face == Facing::UP)
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return false;
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return true;
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}
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virtual int getRenderShape() { return SHAPE_DIODE; }
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virtual bool isSolidRender(bool isServerLevel = false) { return false; }
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};
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