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Jul 18th, 2018
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  1.  /**
  2.      * 'Goes straight to getLightBrightnessForSkyBlocks for Blocks, does some fancy computing for Fluids'
  3.      */
  4.     public int getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
  5.     {
  6.         return par1IBlockAccess.getLightBrightnessForSkyBlocks(par2, par3, par4, lightValue[blockID]);
  7.     }
  8.  
  9.     /**
  10.      * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
  11.      * coordinates.  Args: blockAccess, x, y, z, side
  12.      */
  13.     public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
  14.     {
  15.         if (GuiIngame.xray1){
  16.             return blockID == 14 || blockID == 15 || blockID == 16;
  17.     {
  18.         if (GuiIngame.xray2){
  19.             return blockID == 21 || blockID == 56 || blockID == 73 || blockID == 49;
  20.     {
  21.         if (GuiIngame.xray3){
  22.             return blockID == 54 || blockID == 64 || blockID == 71 || blockID == 72 || blockID == 98;
  23.     {      
  24.         if (GuiIngame.xray4){
  25.             return blockID == 56 || blockID == 49 || blockID == 52;
  26.     {
  27.         if (GuiIngame.xray5){
  28.             return blockID == 112 || blockID == 113 || blockID == 114 || blockID == 115;
  29.            
  30.         }
  31.         if (par5 == 0 && minY > 0.0D)
  32.         {
  33.             return true;
  34.         }
  35.  
  36.         if (par5 == 1 && maxY < 1.0D)
  37.         {
  38.             return true;
  39.         }
  40.  
  41.         if (par5 == 2 && minZ > 0.0D)
  42.         {
  43.             return true;
  44.         }
  45.  
  46.         if (par5 == 3 && maxZ < 1.0D)
  47.         {
  48.             return true;
  49.         }
  50.  
  51.         if (par5 == 4 && minX > 0.0D)
  52.         {
  53.             return true;
  54.         }
  55.  
  56.         if (par5 == 5 && maxX < 1.0D)
  57.         {
  58.             return true;
  59.         }
  60.         else
  61.         {
  62.             return !par1IBlockAccess.isBlockOpaqueCube(par2, par3, par4);
  63.         }
  64.     }
  65.  
  66.     /**
  67.      * Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the
  68.      * adjacent block is at the given coordinates. Args: blockAccess, x, y, z, side
  69.      */
  70.     public boolean isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
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