Moved the whole logic to a new file (TooltipManager.cpp), and rewrote most of the logic to profit from object oriented programming. The side-effect is that the changes are scattered across entities, tiles and items because moving everything to OOP requires to add the tooltip to every .cpp file for every tile/item/entities (or their class, on plants for example which all use the tooltip IDS_TOOLTIPS_PLANT)
The issue with the default tooltips loop written by 4J is that:
Its running in the main Minecraft::tick loop and is more than a thousand lines long, polluting the function.
Not using C++'s full potential with object oriented programming, 4J decided to use a big switch case (probably because it could run better on hardware without branch prediction like the WiiU or Xbox 360 ?)
And seems to be better off in its own file than in the main Minecraft.cpp file
249 lines
5.4 KiB
C++
249 lines
5.4 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.entity.player.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.h"
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#include "TrapDoorTile.h"
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TrapDoorTile::TrapDoorTile(int id, Material *material) : Tile(id, material,isSolidRender())
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{
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float r = 0.5f;
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float h = 1.0f;
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setLightBlock(0);
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setShape(0.5f - r, 0, 0.5f - r, 0.5f + r, h, 0.5f + r);
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}
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void TrapDoorTile::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 TrapDoorTile::defaultBlockState()
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{
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return 0;
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}
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int TrapDoorTile::convertBlockStateToLegacyData(BlockState *state)
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{
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return state ? (state->value & 0xF) : 0;
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}
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Tile::BlockState TrapDoorTile::getBlockState(int data)
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{
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return Tile::BlockState(data & 0xF);
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}
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Tile::BlockState TrapDoorTile::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) & 0xF);
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}
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bool TrapDoorTile::blocksLight()
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{
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return false;
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}
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bool TrapDoorTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool TrapDoorTile::isCubeShaped()
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{
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return false;
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}
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bool TrapDoorTile::isPathfindable(LevelSource *level, int x, int y, int z)
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{
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return !isOpen(level->getData(x, y, z));
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}
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int TrapDoorTile::getRenderShape()
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{
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return Tile::SHAPE_BLOCK;
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}
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AABB *TrapDoorTile::getTileAABB(Level *level, int x, int y, int z)
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{
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updateShape(level, x, y, z);
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return Tile::getTileAABB(level, x, y, z);
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}
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AABB *TrapDoorTile::getAABB(Level *level, int x, int y, int z)
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{
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updateShape(level, x, y, z);
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return Tile::getAABB(level, x, y, z);
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}
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void TrapDoorTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
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{
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setShape(level->getData(x, y, z));
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}
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void TrapDoorTile::updateDefaultShape()
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{
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float r = 3 / 16.0f;
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setShape(0, 0.5f - r / 2, 0, 1, 0.5f + r / 2, 1);
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}
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void TrapDoorTile::setShape(int data)
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{
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float r = 3 / 16.0f;
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if ((data & TOP_MASK) != 0)
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{
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setShape(0, 1 - r, 0, 1, 1, 1);
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}
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else
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{
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setShape(0, 0, 0, 1, r, 1);
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}
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if (isOpen(data))
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{
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if ((data & 3) == 0) setShape(0, 0, 1 - r, 1, 1, 1);
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if ((data & 3) == 1) setShape(0, 0, 0, 1, 1, r);
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if ((data & 3) == 2) setShape(1 - r, 0, 0, 1, 1, 1);
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if ((data & 3) == 3) setShape(0, 0, 0, r, 1, 1);
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}
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}
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void TrapDoorTile::attack(Level *level, int x, int y, int z, shared_ptr<Player> player)
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{
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//use(level, x, y, z, player, 0, 0, 0, 0);
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}
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// 4J-PB - Adding a TestUse for tooltip display
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bool TrapDoorTile::TestUse()
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{
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return true;
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}
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bool TrapDoorTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
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{
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if (material == Material::metal) return true;
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if (soundOnly)
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{
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// 4J - added - just do enough to play the sound
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level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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return false;
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}
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int dir = level->getData(x, y, z);
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level->setData(x, y, z, dir ^ 4, Tile::UPDATE_CLIENTS);
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level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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return true;
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}
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void TrapDoorTile::setOpen(Level *level, int x, int y, int z, bool shouldOpen)
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{
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int dir = level->getData(x, y, z);
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bool wasOpen = (dir & 4) > 0;
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if (wasOpen == shouldOpen) return;
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level->setData(x, y, z, dir ^ 4, Tile::UPDATE_CLIENTS);
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level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
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}
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void TrapDoorTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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if (level->isClientSide) return;
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int data = level->getData(x, y, z);
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int xt = x;
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int zt = z;
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if ((data & 3) == 0) zt++;
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if ((data & 3) == 1) zt--;
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if ((data & 3) == 2) xt++;
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if ((data & 3) == 3) xt--;
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if (!attachesTo(level->getTile(xt, y, zt)))
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{
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level->removeTile(x, y, z);
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spawnResources(level, x, y, z, data, 0);
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}
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bool signal = level->hasNeighborSignal(x, y, z);
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if( signal || ((type > 0 && Tile::tiles[type]->isSignalSource())) )
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{
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setOpen(level, x, y, z, signal);
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}
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}
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HitResult *TrapDoorTile::clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b)
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{
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updateShape(level, xt, yt, zt);
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return Tile::clip(level, xt, yt, zt, a, b);
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}
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int TrapDoorTile::getDir(int dir)
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{
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if ((dir & 4) == 0)
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{
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return ((dir - 1) & 3);
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}
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else
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{
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return (dir & 3);
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}
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}
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int TrapDoorTile::getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue)
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{
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int dir = 0;
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if (face == 2) dir = 0;
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if (face == 3) dir = 1;
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if (face == 4) dir = 2;
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if (face == 5) dir = 3;
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if (face != Facing::UP && face != Facing::DOWN && clickY > 0.5f) dir |= TOP_MASK;
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return dir;
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}
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bool TrapDoorTile::mayPlace(Level *level, int x, int y, int z, int face)
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{
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if (face == 0) return false;
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if (face == 1) return false;
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if (face == 2) z++;
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if (face == 3) z--;
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if (face == 4) x++;
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if (face == 5) x--;
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return attachesTo(level->getTile(x, y, z));
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}
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bool TrapDoorTile::isOpen(int data)
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{
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return (data & 4) != 0;
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}
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bool TrapDoorTile::attachesTo(int id)
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{
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if (id <= 0)
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{
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return false;
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}
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Tile *tile = Tile::tiles[id];
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return tile != nullptr && (tile->material->isSolidBlocking() && tile->isCubeShaped()) || tile == Tile::glowstone || (dynamic_cast<HalfSlabTile *>(tile) != nullptr) || (dynamic_cast<StairTile *>(tile) != nullptr);
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}
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int TrapDoorTile::getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const
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{
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return IDS_TOOLTIPS_USE;
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}
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