package net.minecraft.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.Random; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class BlockGlass extends BlockBreakable { public BlockGlass(int par1, int par2, Material par3Material, boolean par4) { super(par1, par2, par3Material, par4); this.setCreativeTab(CreativeTabs.tabBlock); } /** * Returns the quantity of items to drop on block destruction. */ public int quantityDropped(Random par1Random) { return 0; } @SideOnly(Side.CLIENT) /** * Returns which pass should this block be rendered on. 0 for solids and 1 for alpha */ public int getRenderBlockPass() { return 0; } /** * 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; } /** * Return true if a player with Silk Touch can harvest this block directly, and not its normal drops. */ protected boolean canSilkHarvest() { return true; } }