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);
}
}