package net.minecraft.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.world.IBlockAccess; public class BlockBreakable extends Block { private boolean localFlag; private String breakableBlockIcon; protected BlockBreakable(int par1, String par2Str, Material par3Material, boolean par4) { super(par1, par3Material); this.localFlag = par4; this.breakableBlockIcon = par2Str; } /** * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. */ public boolean isOpaqueCube() { return false; } @SideOnly(Side.CLIENT) /** * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given * coordinates. Args: blockAccess, x, y, z, side */ public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { int i1 = par1IBlockAccess.getBlockId(par2, par3, par4); return !this.localFlag && i1 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5); } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon(this.breakableBlockIcon); } }