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#pragma once
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#include "HalfSlabTile_SPU.h"
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#include "Facing_SPU.h"
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class StoneSlabTile_SPU : public HalfSlabTile_SPU
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{
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public:
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static const int STONE_SLAB = 0;
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static const int SAND_SLAB = 1;
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static const int WOOD_SLAB = 2;
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static const int COBBLESTONE_SLAB = 3;
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static const int BRICK_SLAB = 4;
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static const int SMOOTHBRICK_SLAB = 5;
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static const int NETHERBRICK_SLAB = 6;
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static const int QUARTZ_SLAB = 7;
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static const int SLAB_NAMES_LENGTH = 8;
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public:
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StoneSlabTile_SPU(int id) : HalfSlabTile_SPU(id) {}
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virtual Icon_SPU *getTexture(int face, int data)
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{
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int type = data & TYPE_MASK;
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if (fullSize() && (data & TOP_SLOT_BIT) != 0)
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{
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face = Facing::UP;
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}
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switch(type)
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{
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case STONE_SLAB:
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if (face == Facing::UP || face == Facing::DOWN)
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return icon();
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return &ms_pTileData->stoneSlab_iconSide;
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break;
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case SAND_SLAB:
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return TileRef_SPU(sandStone_Id)->getTexture(face); //Tile::sandStone->getTexture(face);
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case WOOD_SLAB:
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return TileRef_SPU(wood_Id)->getTexture(face); //Tile::wood->getTexture(face);
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case COBBLESTONE_SLAB:
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return TileRef_SPU(stoneBrick_Id)->getTexture(face); //Tile::stoneBrick->getTexture(face);
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case BRICK_SLAB:
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return TileRef_SPU(redBrick_Id)->getTexture(face); //Tile::redBrick->getTexture(face);
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case SMOOTHBRICK_SLAB:
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return TileRef_SPU(stoneBrickSmooth_Id)->getTexture(face); //Tile::stoneBrickSmooth->getTexture(face, SmoothStoneBrickTile::TYPE_DEFAULT);
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case NETHERBRICK_SLAB:
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return TileRef_SPU(netherBrick_Id)->getTexture(Facing::UP); //Tile::netherBrick->getTexture(Facing::UP);
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case QUARTZ_SLAB:
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return TileRef_SPU(quartzBlock_Id)->getTexture(face); //Tile::quartzBlock->getTexture(face);
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}
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return icon();
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}
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};
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