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Ok so I have some walls that I want to be subblocks of the first wood wall. I've got everything worked out except for when you put any wall down(diamond, iron, gold, etc) it always reverts back to the original (wood) wall. The rendering is correct, however, because when I middle click it into my inventory in creative, it shows me that the block is just the original wood wall. This wood wall is metadata 0, while everything else is a subblock of that one.

 

Wall Code:

 

package com.apmods.upgrades.blocks;

import java.util.List;

import com.apmods.upgrades.main.SuperUpgrades;

import net.minecraft.block.Block;
import net.minecraft.block.BlockWall;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockSuperWall extends BlockWall
{
    public static final String[] field_150092_a = new String[] {"wood", "cobble", "stone", "iron", "lapisRedstone", "gold", "diamond", "darkDiamond", "emerald", "blackDiamond", "spikedDiamond", "lavaDiamond", "plasma"};
    private static final String __OBFID = "CL_00000331";
    @SideOnly(Side.CLIENT)
    public static IIcon[] icons;

    public BlockSuperWall(String name, Block b, float hardness, float res)
    {
        super(b);
        this.setHardness(hardness);
        this.setResistance(res / 3.0F);
        this.setStepSound(b.stepSound);
        this.setCreativeTab(CreativeTabs.tabBlock);
        this.setBlockName(name);
        GameRegistry.registerBlock(this, name);
    }

    /**
     * Gets the block's texture. Args: side, meta
     */
    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int side, int damage)
    {
    	switch(damage){
    	case 0:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 1:
    		return icons[damage];
    		
    	case 2:
    		return Blocks.stonebrick.getBlockTextureFromSide(side);
    		
    	case 3:
    		return Blocks.iron_block.getBlockTextureFromSide(side);
    		
    	case 4:
    		return Blocks.redstone_block.getBlockTextureFromSide(side);
    		
    	case 5:
    		return Blocks.gold_block.getBlockTextureFromSide(side);
    		
    	case 6:
    		return Blocks.diamond_block.getBlockTextureFromSide(side);
    		
    	case 7:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 8:
    		return Blocks.emerald_block.getBlockTextureFromSide(side);
    		
    	case 9:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	case 10:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    	default:
    		return Blocks.log.getBlockTextureFromSide(side);
    		
    			
    	}
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 32;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess p_149655_1_, int p_149655_2_, int p_149655_3_, int p_149655_4_)
    {
        return false;
    }

    /**
     * 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.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess p_149719_1_, int p_149719_2_, int p_149719_3_, int p_149719_4_)
    {
        boolean flag = this.canConnectWallTo(p_149719_1_, p_149719_2_, p_149719_3_, p_149719_4_ - 1);
        boolean flag1 = this.canConnectWallTo(p_149719_1_, p_149719_2_, p_149719_3_, p_149719_4_ + 1);
        boolean flag2 = this.canConnectWallTo(p_149719_1_, p_149719_2_ - 1, p_149719_3_, p_149719_4_);
        boolean flag3 = this.canConnectWallTo(p_149719_1_, p_149719_2_ + 1, p_149719_3_, p_149719_4_);
        float f = 0.25F;
        float f1 = 0.75F;
        float f2 = 0.25F;
        float f3 = 0.75F;
        float f4 = 1.0F;

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        if (flag2)
        {
            f = 0.0F;
        }

        if (flag3)
        {
            f1 = 1.0F;
        }

        if (flag && flag1 && !flag2 && !flag3)
        {
            f4 = 0.8125F;
            f = 0.3125F;
            f1 = 0.6875F;
        }
        else if (!flag && !flag1 && flag2 && flag3)
        {
            f4 = 0.8125F;
            f2 = 0.3125F;
            f3 = 0.6875F;
        }

        this.setBlockBounds(f, 0.0F, f2, f1, f4, f3);
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_)
    {
        this.setBlockBoundsBasedOnState(p_149668_1_, p_149668_2_, p_149668_3_, p_149668_4_);
        this.maxY = 1.5D;
        return super.getCollisionBoundingBoxFromPool(p_149668_1_, p_149668_2_, p_149668_3_, p_149668_4_);
    }

    /**
     * Return whether an adjacent block can connect to a wall.
     */
    public boolean canConnectWallTo(IBlockAccess p_150091_1_, int p_150091_2_, int p_150091_3_, int p_150091_4_)
    {
        Block block = p_150091_1_.getBlock(p_150091_2_, p_150091_3_, p_150091_4_);
        return block != this && block != Blocks.fence_gate ? (block.getMaterial().isOpaque() && block.renderAsNormalBlock() ? block.getMaterial() != Material.gourd : false) : true;
    }

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item p_149666_1_, CreativeTabs p_149666_2_, List p_149666_3_)
    {
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 0));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 1));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 2));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 3));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 4));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 5));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 6));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 7));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, );
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 9));
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 10));
    }

    /**
     * Determines the damage on the item the block drops. Used in cloth and wood.
     */
    public int damageDropped(int p_149692_1_)
    {
        return p_149692_1_;
    }

    /**
     * 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
     */
    @SideOnly(Side.CLIENT)
    public boolean shouldSideBeRendered(IBlockAccess p_149646_1_, int p_149646_2_, int p_149646_3_, int p_149646_4_, int p_149646_5_)
    {
        return p_149646_5_ == 0 ? super.shouldSideBeRendered(p_149646_1_, p_149646_2_, p_149646_3_, p_149646_4_, p_149646_5_) : true;
    }

    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister p_149651_1_) {
    }
}

 

 

I think it may have to do with the registry.

 

EDIT: I can see that the GameRegistry only registers one name, and that means only one block. How do I make it register the blocks with individual names based on metadata?

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

So how do I use that? I know how to do the name part but what do I put in the itemstack param? Just new ItemStack etc. or is there some variable to put in?

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

GameRegistry.registerCustomItemStack("blockName0", new ItemStack(yourBlock, 1, 0));
GameRegistry.registerCustomItemStack("blockName1", new ItemStack(yourBlock, 1, 1));

Just make sure the block name is different for every ItemStack you register. In the ItemStack constructor the parameters in order are block/item, quantity, metadata.

Don't make mods if you don't know Java.

Check out my website: http://shadowfacts.net

Developer of many mods

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