001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    
006    public class BlockFence extends Block
007    {
008        public BlockFence(int par1, int par2)
009        {
010            super(par1, par2, Material.wood);
011            this.setCreativeTab(CreativeTabs.tabDecorations);
012        }
013    
014        public BlockFence(int par1, int par2, Material par3Material)
015        {
016            super(par1, par2, par3Material);
017            this.setCreativeTab(CreativeTabs.tabDecorations);
018        }
019    
020        /**
021         * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
022         * cleared to be reused)
023         */
024        public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
025        {
026            boolean var5 = this.canConnectFenceTo(par1World, par2, par3, par4 - 1);
027            boolean var6 = this.canConnectFenceTo(par1World, par2, par3, par4 + 1);
028            boolean var7 = this.canConnectFenceTo(par1World, par2 - 1, par3, par4);
029            boolean var8 = this.canConnectFenceTo(par1World, par2 + 1, par3, par4);
030            float var9 = 0.375F;
031            float var10 = 0.625F;
032            float var11 = 0.375F;
033            float var12 = 0.625F;
034    
035            if (var5)
036            {
037                var11 = 0.0F;
038            }
039    
040            if (var6)
041            {
042                var12 = 1.0F;
043            }
044    
045            if (var7)
046            {
047                var9 = 0.0F;
048            }
049    
050            if (var8)
051            {
052                var10 = 1.0F;
053            }
054    
055            return AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)((float)par2 + var9), (double)par3, (double)((float)par4 + var11), (double)((float)par2 + var10), (double)((float)par3 + 1.5F), (double)((float)par4 + var12));
056        }
057    
058        /**
059         * Updates the blocks bounds based on its current state. Args: world, x, y, z
060         */
061        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
062        {
063            boolean var5 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 - 1);
064            boolean var6 = this.canConnectFenceTo(par1IBlockAccess, par2, par3, par4 + 1);
065            boolean var7 = this.canConnectFenceTo(par1IBlockAccess, par2 - 1, par3, par4);
066            boolean var8 = this.canConnectFenceTo(par1IBlockAccess, par2 + 1, par3, par4);
067            float var9 = 0.375F;
068            float var10 = 0.625F;
069            float var11 = 0.375F;
070            float var12 = 0.625F;
071    
072            if (var5)
073            {
074                var11 = 0.0F;
075            }
076    
077            if (var6)
078            {
079                var12 = 1.0F;
080            }
081    
082            if (var7)
083            {
084                var9 = 0.0F;
085            }
086    
087            if (var8)
088            {
089                var10 = 1.0F;
090            }
091    
092            this.setBlockBounds(var9, 0.0F, var11, var10, 1.0F, var12);
093        }
094    
095        /**
096         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
097         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
098         */
099        public boolean isOpaqueCube()
100        {
101            return false;
102        }
103    
104        /**
105         * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
106         */
107        public boolean renderAsNormalBlock()
108        {
109            return false;
110        }
111    
112        public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
113        {
114            return false;
115        }
116    
117        /**
118         * The type of render function that is called for this block
119         */
120        public int getRenderType()
121        {
122            return 11;
123        }
124    
125        /**
126         * Returns true if the specified block can be connected by a fence
127         */
128        public boolean canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
129        {
130            int var5 = par1IBlockAccess.getBlockId(par2, par3, par4);
131    
132            if (var5 != this.blockID && var5 != Block.fenceGate.blockID)
133            {
134                Block var6 = Block.blocksList[var5];
135                return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.blockMaterial != Material.pumpkin : false;
136            }
137            else
138            {
139                return true;
140            }
141        }
142    
143        public static boolean isIdAFence(int par0)
144        {
145            return par0 == Block.fence.blockID || par0 == Block.netherFence.blockID;
146        }
147    
148        @SideOnly(Side.CLIENT)
149    
150        /**
151         * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
152         * coordinates.  Args: blockAccess, x, y, z, side
153         */
154        public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
155        {
156            return true;
157        }
158    }