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@byteandahalf
Last active August 29, 2015 14:27
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Updated TileTessellator header for MCPE 0.12.1
#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&);
};
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ghost commented Aug 14, 2015

WTF!

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