Class BlockLeavesBase

java.lang.Object
net.minecraft.src.Block
net.minecraft.src.BlockLeavesBase
Direct Known Subclasses:
BlockLeaves

public class BlockLeavesBase extends Block
  • Field Details

    • graphicsLevel

      public boolean graphicsLevel
      Used to determine how to display leaves based on the graphics level. May also be used in rendering for transparency, not sure.
    • movementModifier

      protected float movementModifier
  • Constructor Details

    • BlockLeavesBase

      public BlockLeavesBase(int par1, Material par2Material, boolean par3)
  • Method Details

    • isOpaqueCube

      public boolean isOpaqueCube()
      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
    • shouldSideBeRendered

      public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
      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
      Overrides:
      shouldSideBeRendered in class Block
    • getBlocksMovement

      public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
      FCNOTE: This is misnamed and returns true if the block *doesn't* block movement
      Overrides:
      getBlocksMovement in class Block
    • canSupportFallingBlocks

      public boolean canSupportFallingBlocks(IBlockAccess blockAccess, int i, int j, int k)
      Overrides:
      canSupportFallingBlocks in class Block
    • canPathThroughBlock

      public boolean canPathThroughBlock(IBlockAccess blockAccess, int x, int y, int z, Entity entity, PathFinder pathFinder)
      Overrides:
      canPathThroughBlock in class Block
    • addCollisionBoxesToList

      public void addCollisionBoxesToList(World world, int x, int y, int z, AxisAlignedBB aabb, List bbList, 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
    • onEntityCollidedWithBlock

      public void onEntityCollidedWithBlock(World world, int x, int y, int z, Entity entity)
      Description copied from class: Block
      Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity
      Overrides:
      onEntityCollidedWithBlock in class Block
    • canBeCrushedByFallingEntity

      public boolean canBeCrushedByFallingEntity(World world, int i, int j, int k, EntityFallingSand entity)
      Overrides:
      canBeCrushedByFallingEntity in class Block
    • isBreakableBarricade

      public boolean isBreakableBarricade(World world, int i, int j, int k, boolean advancedBreaker)
      Overrides:
      isBreakableBarricade in class Block
    • hasLargeCenterHardPointToFacing

      public boolean hasLargeCenterHardPointToFacing(IBlockAccess blockAccess, int i, int j, int k, int iFacing, boolean bIgnoreTransparency)
      Description copied from class: Block
      large attachment points that can support a full block width
      Overrides:
      hasLargeCenterHardPointToFacing in class Block