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.item.ItemStack;
import net.minecraft.util.Icon;
public class BlockWood extends Block
{
/** The type of tree this block came from. */
public static final String[] woodType = new String[] {"oak", "spruce", "birch", "jungle"};
public static final String[] woodTextureTypes = new String[] {"wood", "wood_spruce", "wood_birch", "wood_jungle"};
@SideOnly(Side.CLIENT)
private Icon[] iconArray;
public BlockWood(int par1)
{
super(par1, Material.wood);
this.setCreativeTab(CreativeTabs.tabBlock);
}
@SideOnly(Side.CLIENT)
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public Icon getIcon(int par1, int par2)
{
if (par2 < 0 || par2 >= this.iconArray.length)
{
par2 = 0;
}
return this.iconArray[par2];
}
/**
* Determines the damage on the item the block drops. Used in cloth and wood.
*/
public int damageDropped(int par1)
{
return par1;
}
@SideOnly(Side.CLIENT)
/**
* returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
*/
public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
{
par3List.add(new ItemStack(par1, 1, 0));
par3List.add(new ItemStack(par1, 1, 1));
par3List.add(new ItemStack(par1, 1, 2));
par3List.add(new ItemStack(par1, 1, 3));
}
@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.iconArray = new Icon[woodTextureTypes.length];
for (int i = 0; i < this.iconArray.length; ++i)
{
this.iconArray[i] = par1IconRegister.registerIcon(woodTextureTypes[i]);
}
}
}