package net.minecraft.block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.util.BlockPos; import net.minecraft.world.World; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files (c) 2022-2024 lax1dude, ayunami2000. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ public class BlockBarrier extends Block { protected BlockBarrier() { super(Material.barrier); this.setBlockUnbreakable(); this.setResistance(6000001.0F); this.disableStats(); this.translucent = true; } /**+ * The type of render function called. 3 for standard block * models, 2 for TESR's, 1 for liquids, -1 is no render */ public int getRenderType() { return -1; } /**+ * Used to determine ambient occlusion and culling when * rebuilding chunks for render */ public boolean isOpaqueCube() { return false; } /**+ * Returns the default ambient occlusion value based on block * opacity */ public float getAmbientOcclusionLightValue() { return 1.0F; } /**+ * Spawns this Block's drops into the World as EntityItems. */ public void dropBlockAsItemWithChance(World var1, BlockPos var2, IBlockState var3, float var4, int var5) { } }