Posted June 30, 201510 yr My custom furnace doesn't change his texture when it's active Block class package com.TheTroop.legendrymod; import java.util.Random; import cpw.mods.fml.common.network.internal.FMLNetworkHandler; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.IIcon; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class blockOven extends BlockContainer{ private Random rand; private final boolean isActive; private static boolean keepInventory = false; @SideOnly(Side.CLIENT) private IIcon iconFront; public blockOven(boolean blockState) { super(Material.iron); rand = new Random(); isActive = blockState; } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister iconRegister) { this.blockIcon = iconRegister.registerIcon("lm" + ":" + (this.isActive ? "blockOvenSideOn" : "blockOvenSideOff")); this.iconFront = iconRegister.registerIcon("lm" + ":" + (this.isActive ? "blockOvenFrontOn" : "blockOvenFrontOff")); } @SideOnly(Side.CLIENT) public IIcon getIcon(int side, int metadata) { return metadata == 0 && side == 3 ? this.iconFront : (side == metadata ? this.iconFront : this.blockIcon); } public void onBlockAdded(World world, int x, int y, int z) { super.onBlockAdded(world, x, y, z); this.setDefaultDirection(world, x, y, z); } private void setDefaultDirection(World world, int x, int y, int z) { if(!world.isRemote) { Block block1 = world.getBlock(x, y, z - 1); Block block2 = world.getBlock(x, y, z +1); Block block3 = world.getBlock(x - 1, y, z); Block block4 = world.getBlock(x + 1, y, z); byte b0 = 3; if(block1.func_149730_j() && !block2.func_149730_j()) { b0 = 3; } if(block1.func_149730_j() && !block1.func_149730_j()) { b0 = 2; } if(block1.func_149730_j() && !block4.func_149730_j()) { b0 = 5; } if(block1.func_149730_j() && !block3.func_149730_j()) { b0 = 4; } world.setBlockMetadataWithNotify(x, y, z, b0, 2); } } public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityPlayer, ItemStack itemstack) { int i = MathHelper.floor_double((double)(entityPlayer.rotationYaw * 4.0F / 360F) + 0.5D) & 3; if(i == 0) { world.setBlockMetadataWithNotify(x, y, z, 2, 2); } if(i == 1) { world.setBlockMetadataWithNotify(x, y, z, 5, 2); } if(i == 2) { world.setBlockMetadataWithNotify(x, y, z, 3, 2); } if(i == 3) { world.setBlockMetadataWithNotify(x, y, z, 4, 2); } if(itemstack.hasDisplayName()) { //((TileEntityblockOven)world.getTileEntity(x, y, z)).setCustomName(itemstack.getDisplayName()); } } public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ) { if (world.isRemote) { return true; }else if (!player.isSneaking()) { TileEntityblockOven entity = (TileEntityblockOven) world.getTileEntity(x, y, z); if (entity != null) { FMLNetworkHandler.openGui(player, LegendryMod.instance, LegendryMod.guiIDblockOven, world, x, y, z); } return true; }else{ return false; } } @Override public TileEntity createNewTileEntity(World p_149915_1_, int p_149915_2_) { return new TileEntityblockOven(); } public static void updateBlockState(boolean isMashing, World world, int xCoord, int yCoord, int zCoord) { int i = world.getBlockMetadata(xCoord, yCoord, zCoord); TileEntity entity = world.getTileEntity(xCoord, yCoord, zCoord); keepInventory = true; if (isMashing) { world.setBlock(yCoord, yCoord, zCoord, LegendryMod.blockOvenActive); }else{ world.setBlock(yCoord, yCoord, zCoord, LegendryMod.blockOvenIdle); } keepInventory = false; world.setBlockMetadataWithNotify(xCoord, yCoord, zCoord, i, 2); if (entity != null) { entity.validate(); world.setTileEntity(xCoord, yCoord, zCoord, entity); } } }
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.