base mod created

This commit is contained in:
Mohammad-Ali Minaie
2018-10-08 09:07:47 -04:00
parent 0a7700c356
commit b86dedad2f
7848 changed files with 584664 additions and 1 deletions

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package net.minecraft.block;
import javax.annotation.Nullable;
import net.minecraft.block.material.EnumPushReaction;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.EnumBlockRenderType;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class BlockStructureVoid extends Block
{
private static final AxisAlignedBB STRUCTURE_VOID_AABB = new AxisAlignedBB(0.3D, 0.3D, 0.3D, 0.7D, 0.7D, 0.7D);
protected BlockStructureVoid()
{
super(Material.STRUCTURE_VOID);
}
/**
* The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only,
* LIQUID for vanilla liquids, INVISIBLE to skip all rendering
*/
public EnumBlockRenderType getRenderType(IBlockState state)
{
return EnumBlockRenderType.INVISIBLE;
}
@Nullable
public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
{
return NULL_AABB;
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
return STRUCTURE_VOID_AABB;
}
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
public boolean isOpaqueCube(IBlockState state)
{
return false;
}
public boolean isFullCube(IBlockState state)
{
return false;
}
@SideOnly(Side.CLIENT)
public float getAmbientOcclusionLightValue(IBlockState state)
{
return 1.0F;
}
/**
* Spawns this Block's drops into the World as EntityItems.
*/
public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune)
{
}
public EnumPushReaction getMobilityFlag(IBlockState state)
{
return EnumPushReaction.DESTROY;
}
/**
* Get the geometry of the queried face at the given position and state. This is used to decide whether things like
* buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things.
* <p>
* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that
* does not fit the other descriptions and will generally cause other things not to connect to the face.
*
* @return an approximation of the form of the given face
*/
public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face)
{
return BlockFaceShape.UNDEFINED;
}
}