package net.minecraft.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.List; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockFence extends Block { private final String field_94464_a; public BlockFence(int par1, String par2Str, Material par3Material) { super(par1, par3Material); this.field_94464_a = par2Str; this.setCreativeTab(CreativeTabs.tabDecorations); } /** * Adds all intersecting collision boxes to a list. (Be sure to only add boxes to the list if they intersect the * mask.) Parameters: World, X, Y, Z, mask, list, colliding entity */ public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity) { boolean flag = this.canConnectFenceTo(par1World, par2, par3, par4 - 1); boolean flag1 = this.canConnectFenceTo(par1World, par2, par3, par4 + 1); boolean flag2 = this.canConnectFenceTo(par1World, par2 - 1, par3, par4); boolean flag3 = this.canConnectFenceTo(par1World, par2 + 1, par3, par4); float f = 0.375F; float f1 = 0.625F; float f2 = 0.375F; float f3 = 0.625F; if (flag) { f2 = 0.0F; } if (flag1) { f3 = 1.0F; } if (flag || flag1) { this.setBlockBounds(f, 0.0F, f2, f1, 1.5F, f3); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } f2 = 0.375F; f3 = 0.625F; if (flag2) { f = 0.0F; } if (flag3) { f1 = 1.0F; } if (flag2 || flag3 || !flag && !flag1) { this.setBlockBounds(f, 0.0F, f2, f1, 1.5F, f3); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } if (flag) { f2 = 0.0F; } if (flag1) { f3 = 1.0F; } this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3); } /** * Updates the blocks bounds based on its current state. Args: world, x, y, z */ public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { boolean flag = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 - 1); boolean flag1 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 + 1); boolean flag2 = this.canConnectFenceTo(par1IBlockAccess, par2 - 1, par3, par4); boolean flag3 = this.canConnectFenceTo(par1IBlockAccess, par2 + 1, par3, par4); float f = 0.375F; float f1 = 0.625F; float f2 = 0.375F; float f3 = 0.625F; if (flag) { f2 = 0.0F; } if (flag1) { f3 = 1.0F; } if (flag2) { f = 0.0F; } if (flag3) { f1 = 1.0F; } this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3); } /** * 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; } /** * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) */ public boolean renderAsNormalBlock() { return false; } public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { return false; } /** * The type of render function that is called for this block */ public int getRenderType() { return 11; } /** * Returns true if the specified block can be connected by a fence */ public boolean canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { int l = par1IBlockAccess.getBlockId(par2, par3, par4); if (l != this.blockID && l != Block.fenceGate.blockID) { Block block = Block.blocksList[l]; return block != null && block.blockMaterial.isOpaque() && block.renderAsNormalBlock() ? block.blockMaterial != Material.pumpkin : false; } else { return true; } } public static boolean isIdAFence(int par0) { return par0 == Block.fence.blockID || par0 == Block.netherFence.blockID; } @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) { return true; } @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.field_94464_a); } }