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.creativetab.CreativeTabs; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockFence extends Block { public BlockFence(int par1, int par2) { super(par1, par2, Material.wood); this.setCreativeTab(CreativeTabs.tabDecorations); } public BlockFence(int par1, int par2, Material par3Material) { super(par1, par2, par3Material); this.setCreativeTab(CreativeTabs.tabDecorations); } /** * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been * cleared to be reused) */ public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { boolean var5 = this.canConnectFenceTo(par1World, par2, par3, par4 - 1); boolean var6 = this.canConnectFenceTo(par1World, par2, par3, par4 + 1); boolean var7 = this.canConnectFenceTo(par1World, par2 - 1, par3, par4); boolean var8 = this.canConnectFenceTo(par1World, par2 + 1, par3, par4); float var9 = 0.375F; float var10 = 0.625F; float var11 = 0.375F; float var12 = 0.625F; if (var5) { var11 = 0.0F; } if (var6) { var12 = 1.0F; } if (var7) { var9 = 0.0F; } if (var8) { var10 = 1.0F; } return AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)((float)par2 + var9), (double)par3, (double)((float)par4 + var11), (double)((float)par2 + var10), (double)((float)par3 + 1.5F), (double)((float)par4 + var12)); } /** * 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 var5 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 - 1); boolean var6 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 + 1); boolean var7 = this.canConnectFenceTo(par1IBlockAccess, par2 - 1, par3, par4); boolean var8 = this.canConnectFenceTo(par1IBlockAccess, par2 + 1, par3, par4); float var9 = 0.375F; float var10 = 0.625F; float var11 = 0.375F; float var12 = 0.625F; if (var5) { var11 = 0.0F; } if (var6) { var12 = 1.0F; } if (var7) { var9 = 0.0F; } if (var8) { var10 = 1.0F; } this.setBlockBounds(var9, 0.0F, var11, var10, 1.0F, var12); } /** * 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 var5 = par1IBlockAccess.getBlockId(par2, par3, par4); if (var5 != this.blockID && var5 != Block.fenceGate.blockID) { Block var6 = Block.blocksList[var5]; return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.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; } }