public ushort GetWall(Face face, int level) { return GetWall(face.GetIndex(), level); }
public void SetWall(Face face, int level) { SetWallRange(face.GetIndex(), level, 1, 0xffff); }
public void SetWallRange(Face face, int level, int height, ushort tileIndex) { SetWallRange(face.GetIndex(), level, height, tileIndex); }
public void SetWallRange(Face face, int level, int height, params String[] textureName) { SetWallRange(face.GetIndex(), level, height, TextureManager.Tiles.GetIndex(textureName)); }
public void SetWallRange(Face face, int level, int height) { SetWallRange(face.GetIndex(), level, height, 0xffff); }
public void SetWall(Face face, int level, ushort tileIndex) { SetWallRange(face.GetIndex(), level, 1, tileIndex); }
public bool IsWallSolid(Face face) { if (_neighbours[face.GetIndex()].IsSolid) return true; if (WallHeight == 0) return false; return WallTileIndices[face.GetIndex(), 0] != 0xffff; }