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java.lang.Objectnet.minecraft.block.Block
net.minecraft.block.BlockHalfSlab
public abstract class BlockHalfSlab
Field Summary |
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Constructor Summary | |
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BlockHalfSlab(int par1,
boolean par2,
Material par3Material)
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Method Summary | |
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void |
addCollidingBlockToList(World par1World,
int par2,
int par3,
int par4,
AxisAlignedBB par5AxisAlignedBB,
List par6List,
Entity par7Entity)
if the specified block is in the given AABB, add its collision bounding box to the given list |
int |
damageDropped(int par1)
Determines the damage on the item the block drops. |
int |
getBlockTextureFromSide(int par1)
Returns the block texture based on the side being looked at. |
int |
getDamageValue(World par1World,
int par2,
int par3,
int par4)
Get the block's damage value (for use with pick block). |
abstract String |
getFullSlabName(int var1)
Returns the slab block name with step type. |
int |
idPicked(World par1World,
int par2,
int par3,
int par4)
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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. |
int |
onBlockPlaced(World par1World,
int par2,
int par3,
int par4,
int par5,
float par6,
float par7,
float par8,
int par9)
Called when a block is placed using its ItemBlock. |
int |
quantityDropped(Random par1Random)
Returns the quantity of items to drop on block destruction. |
boolean |
renderAsNormalBlock()
If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) |
void |
setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess,
int par2,
int par3,
int par4)
Updates the blocks bounds based on its current state. |
void |
setBlockBoundsForItemRender()
Sets the block's bounds for rendering it as an item |
boolean |
shouldSideBeRendered(IBlockAccess par1IBlockAccess,
int par2,
int par3,
int par4,
int par5)
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Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
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public BlockHalfSlab(int par1, boolean par2, Material par3Material)
Method Detail |
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public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
setBlockBoundsBasedOnState
in class Block
public void setBlockBoundsForItemRender()
setBlockBoundsForItemRender
in class Block
public void addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
addCollidingBlockToList
in class Block
public int getBlockTextureFromSide(int par1)
getBlockTextureFromSide
in class Block
public boolean isOpaqueCube()
isOpaqueCube
in class Block
public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
onBlockPlaced
in class Block
public int quantityDropped(Random par1Random)
quantityDropped
in class Block
public int damageDropped(int par1)
damageDropped
in class Block
public boolean renderAsNormalBlock()
renderAsNormalBlock
in class Block
public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
shouldSideBeRendered
in class Block
public abstract String getFullSlabName(int var1)
public int getDamageValue(World par1World, int par2, int par3, int par4)
getDamageValue
in class Block
public int idPicked(World par1World, int par2, int par3, int par4)
idPicked
in class Block
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