BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/block/BlockBloodLightSource.java
Fenn e3644f2d2b Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
2014-01-17 21:05:38 +00:00

75 lines
2.1 KiB
Java

package WayofTime.alchemicalWizardry.common.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import java.util.List;
import java.util.Random;
public class BlockBloodLightSource extends Block {
public BlockBloodLightSource(int par1)
{
super(par1, Material.cloth);
//setCreativeTab(AlchemicalWizardry.tabBloodMagic);
this.setUnlocalizedName("blockBloodLightSource");
}
@Override
@SideOnly(Side.CLIENT)
public void registerIcons(IconRegister iconRegister)
{
this.blockIcon = iconRegister.registerIcon("AlchemicalWizardry:BlockBloodLight");
}
@Override
public int getLightValue(IBlockAccess world, int x, int y, int z)
{
return 15;
}
@Override
public boolean isOpaqueCube()
{
return false;
}
@Override
public boolean renderAsNormalBlock()
{
return false;
}
@Override
public void randomDisplayTick(World world, int x, int y, int z, Random rand)
{
if (rand.nextInt(3) != 0)
{
float f = (float) 1.0F;
float f1 = f * 0.6F + 0.4F;
float f2 = f * f * 0.7F - 0.5F;
float f3 = f * f * 0.6F - 0.7F;
world.spawnParticle("reddust", x + 0.5D + rand.nextGaussian() / 8, y + 0.5D, z + 0.5D + rand.nextGaussian() / 8, f1, f2, f3);
}
}
@Override
public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
{
this.setBlockBounds(0.40F, 0.40F, 0.40F, 0.60F, 0.60F, 0.60F);
//super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
}
public int quantityDropped(Random par1Random)
{
return 0;
}
}