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Updated TileTessellator header for MCPE 0.12.1
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#pragma once | |
#include <string> | |
#include <functional> | |
class Tessellator; | |
class TilePos; | |
class Tile; | |
class TileSource; | |
class Vec3; | |
#include "../texture/TextureUVCoordinateSet.h" | |
#include "../../../world/phys/AABB.h" | |
#include "../../../CommonTypes.h" | |
class TileTessellator { | |
public: | |
bool forceOpaque; // 0 | |
bool mirror; // 1 | |
TileSource* region; // 4 | |
TextureUVCoordinateSet forcedUV; // 8 | |
bool useForcedUV; // 40 | |
char filler[88]; // 44 | |
int rotBottom; // 132 | |
int rotTop; // 136 | |
int rotEast; // 140 | |
int rotWest; // 144 | |
int rotNorth; // 148 | |
int rotSouth; // 152 | |
char filler1[512]; // 156 | |
Tessellator* tessellator_inst; // 668 | |
AABB bounds; // 672 | |
bool tessellateInWorld(Tile*, const TilePos&, unsigned char, bool); | |
bool tessellateBlockInWorld(Tile*, const TilePos&); | |
void renderFaceUp(Tile*, const Vec3&, const TextureUVCoordinateSet&); | |
void tessellateTorch(Tile*, float, float, float, float, float); | |
void tex1(unsigned int); | |
DataID getData(const TilePos&) const; | |
unsigned int getLightColor(const TilePos&); | |
}; |
*Header
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im in love with teh coco