Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /**
- * 'Goes straight to getLightBrightnessForSkyBlocks for Blocks, does some fancy computing for Fluids'
- */
- public int getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
- {
- return par1IBlockAccess.getLightBrightnessForSkyBlocks(par2, par3, par4, lightValue[blockID]);
- }
- /**
- * 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
- */
- public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
- {
- if (GuiIngame.xray1){
- return blockID == 14 || blockID == 15 || blockID == 16;
- {
- if (GuiIngame.xray2){
- return blockID == 21 || blockID == 56 || blockID == 73 || blockID == 49;
- {
- if (GuiIngame.xray3){
- return blockID == 54 || blockID == 64 || blockID == 71 || blockID == 72 || blockID == 98;
- {
- if (GuiIngame.xray4){
- return blockID == 56 || blockID == 49 || blockID == 52;
- {
- if (GuiIngame.xray5){
- return blockID == 112 || blockID == 113 || blockID == 114 || blockID == 115;
- }
- if (par5 == 0 && minY > 0.0D)
- {
- return true;
- }
- if (par5 == 1 && maxY < 1.0D)
- {
- return true;
- }
- if (par5 == 2 && minZ > 0.0D)
- {
- return true;
- }
- if (par5 == 3 && maxZ < 1.0D)
- {
- return true;
- }
- if (par5 == 4 && minX > 0.0D)
- {
- return true;
- }
- if (par5 == 5 && maxX < 1.0D)
- {
- return true;
- }
- else
- {
- return !par1IBlockAccess.isBlockOpaqueCube(par2, par3, par4);
- }
- }
- /**
- * Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the
- * adjacent block is at the given coordinates. Args: blockAccess, x, y, z, side
- */
- public boolean isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
Add Comment
Please, Sign In to add comment