feat: blockstates
still a work in progress
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@@ -12,6 +12,32 @@ HalfSlabTile::HalfSlabTile(int id, Material *material)
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Tile::lightBlock[id] = 0xFF;
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}
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void HalfSlabTile::createBlockStateDefinition()
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{
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if (!m_blockStateDefinition)
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m_blockStateDefinition = new BlockStateDefinition(this);
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}
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int HalfSlabTile::defaultBlockState()
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{
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return 0;
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}
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int HalfSlabTile::convertBlockStateToLegacyData(BlockState *state)
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{
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return state ? (state->value & (TYPE_MASK | TOP_SLOT_BIT)) : 0;
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}
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Tile::BlockState HalfSlabTile::getBlockState(int data)
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{
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return Tile::BlockState(data & (TYPE_MASK | TOP_SLOT_BIT));
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}
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Tile::BlockState HalfSlabTile::getBlockState(LevelSource *level, int x, int y, int z)
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{
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return Tile::BlockState(level->getData(x, y, z) & (TYPE_MASK | TOP_SLOT_BIT));
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}
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void HalfSlabTile::DerivedInit()
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{
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