#pragma once #include "Tile_SPU.h" // TileRenderer not implemented, so minimum of stuff here class BedTile_SPU : public Tile_SPU { public: // static const int PART_FOOT = 0; // static const int PART_HEAD = 1; // // static const int HEAD_PIECE_DATA = 0x8; // static const int OCCUPIED_DATA = 0x4; // // static int HEAD_DIRECTION_OFFSETS[4][2]; BedTile_SPU(int id) : Tile_SPU(id) {} virtual Icon_SPU *getTexture(int face, int data) { return NULL; } virtual int getRenderShape() { return Tile_SPU::SHAPE_BED; } virtual bool isSolidRender(bool isServerLevel = false) { return false; } virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, TileEntity* forceEntity = NULL) // 4J added forceData, forceEntity param { setShape(); } void setShape() { Tile_SPU::setShape(0, 0, 0, 1, 9 / 16.0f, 1); } };