Added features from TU25

Acacia and Dark Oak Logs, Planks and Stairs.

Fences, Fence Gates and Doors for Spruce/Birch/Jungle/Acacia/Dark Oak.

Iron Trapdoors and Inverted Daylight Sensor.
This commit is contained in:
piebot
2026-03-11 08:58:52 +03:00
parent a195ac7172
commit a205b1d70a
29 changed files with 531 additions and 196 deletions
+8 -12
View File
@@ -8,18 +8,15 @@
#include "net.minecraft.world.h"
#include "net.minecraft.h"
const wstring DoorTile::TEXTURES[] = { L"doorWood_lower", L"doorWood_upper", L"doorIron_lower", L"doorIron_upper" };
static std::map<wstring, Item*> doorItemMap = {
{ L"doorWood", Item::door_wood },
{ L"doorIron", Item::door_iron },
{ L"doorSpruce", Item::door_spruce }
};
DoorTile::DoorTile(int id, Material *material) : Tile(id, material,isSolidRender())
DoorTile::DoorTile(int id, Material *material, const wstring& doorType) : Tile(id, material,isSolidRender())
{
if (material == Material::metal)
{
texBase = 2;
}
else
{
texBase = 0;
}
this->doorType = doorType;
float r = 0.5f;
float h = 1.0f;
@@ -288,8 +285,7 @@ void DoorTile::neighborChanged(Level *level, int x, int y, int z, int type)
int DoorTile::getResource(int data, Random *random, int playerBonusLevel)
{
if ((data & 8) != 0) return 0;
if (material == Material::metal) return Item::door_iron->id;
return Item::door_wood->id;
return doorItemMap[doorType]->id;
}
HitResult *DoorTile::clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b)