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