Class FenceBlock

java.lang.Object
net.minecraft.src.Block
btw.block.blocks.FenceBlock
Direct Known Subclasses:
FenceBlockWood

public class FenceBlock extends Block
  • Field Details

    • model

      protected static final FenceModel model
    • iconName

      protected final String iconName
  • Constructor Details

    • FenceBlock

      public FenceBlock(int iBlockID, String sIconName, Material material)
  • Method Details

    • isOpaqueCube

      public boolean isOpaqueCube()
      Description copied from class: Block
      // +++START EDIT+++ // ---END EDIT--- 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.
      Overrides:
      isOpaqueCube in class Block
    • renderAsNormalBlock

      public boolean renderAsNormalBlock()
      Description copied from class: Block
      If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
      Overrides:
      renderAsNormalBlock in class Block
    • getBlocksMovement

      public boolean getBlocksMovement(IBlockAccess blockAccess, int i, int j, int k)
      Description copied from class: Block
      FCNOTE: This is misnamed and returns true if the block *doesn't* block movement
      Overrides:
      getBlocksMovement in class Block
    • collisionRayTrace

      public MovingObjectPosition collisionRayTrace(World world, int i, int j, int k, Vec3 startRay, Vec3 endRay)
      Overrides:
      collisionRayTrace in class Block
    • addCollisionBoxesToList

      public void addCollisionBoxesToList(World world, int i, int j, int k, AxisAlignedBB boundingBox, List list, Entity entity)
      Description copied from class: Block
      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 // +++START EDIT+++ FCNOTE: The "mask" referred to above is just the bounding box to check for intersection with // ---END EDIT---
      Overrides:
      addCollisionBoxesToList in class Block
    • getBlockBoundsFromPoolBasedOnState

      public AxisAlignedBB getBlockBoundsFromPoolBasedOnState(IBlockAccess blockAccess, int i, int j, int k)
      Overrides:
      getBlockBoundsFromPoolBasedOnState in class Block
    • getWeightOnPathBlocked

      public int getWeightOnPathBlocked(IBlockAccess blockAccess, int i, int j, int k)
      Overrides:
      getWeightOnPathBlocked in class Block
    • canGroundCoverRestOnBlock

      public boolean canGroundCoverRestOnBlock(World world, int i, int j, int k)
      Overrides:
      canGroundCoverRestOnBlock in class Block
    • groundCoverRestingOnVisualOffset

      public float groundCoverRestingOnVisualOffset(IBlockAccess blockAccess, int i, int j, int k)
      Overrides:
      groundCoverRestingOnVisualOffset in class Block
    • hasCenterHardPointToFacing

      public boolean hasCenterHardPointToFacing(IBlockAccess blockAccess, int i, int j, int k, int iFacing, boolean bIgnoreTransparency)
      Description copied from class: Block
      medium sized attachment points like the top of fence posts (approx 1/4 block width)
      Overrides:
      hasCenterHardPointToFacing in class Block
    • mobSpawnOnVerticalOffset

      public float mobSpawnOnVerticalOffset(World world, int i, int j, int k)
      Overrides:
      mobSpawnOnVerticalOffset in class Block
    • isFence

      public boolean isFence(int metadata)
      Overrides:
      isFence in class Block
    • canConnectToBlockToFacing

      public static boolean canConnectToBlockToFacing(IBlockAccess blockAccess, int x, int y, int z, int facing)
    • assembleTemporaryModel

      protected BlockModel assembleTemporaryModel(IBlockAccess blockAccess, int i, int j, int k)
    • onBlockActivated

      public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
      Description copied from class: Block
      Called upon block activation (right click on the block.)
      Overrides:
      onBlockActivated in class Block
    • canLeashKnotOnBlock

      public boolean canLeashKnotOnBlock(World world, int x, int y, int z)
      Overrides:
      canLeashKnotOnBlock in class Block
    • registerIcons

      @Environment(CLIENT) public void registerIcons(IconRegister par1IconRegister)
      Description copied from class: Block
      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.
      Overrides:
      registerIcons in class Block
    • shouldSideBeRendered

      @Environment(CLIENT) public boolean shouldSideBeRendered(IBlockAccess blockAccess, int iNeighborI, int iNeighborJ, int iNeighborK, int iSide)
      Overrides:
      shouldSideBeRendered in class Block
    • renderBlock

      @Environment(CLIENT) public boolean renderBlock(RenderBlocks renderBlocks, int i, int j, int k)
      Overrides:
      renderBlock in class Block
    • renderBlockAsItem

      @Environment(CLIENT) public void renderBlockAsItem(RenderBlocks renderBlocks, int iItemDamage, float fBrightness)
      Overrides:
      renderBlockAsItem in class Block
    • getSelectedBoundingBoxFromPool

      @Environment(CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, MovingObjectPosition rayTraceHit)
      Description copied from class: Block
      Replaces vanilla call in RenderGlobal to provide ray trace info so specific portions of the block can be highlighted as selected
      Overrides:
      getSelectedBoundingBoxFromPool in class Block