package com.hbm.blocks.machine; import java.util.Random; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.item.Item; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public abstract class BlockBeamBase extends BlockContainer { public BlockBeamBase() { super(Material.air); setLightLevel(1.0F); setLightOpacity(0); setHardness(-1); setResistance(1_000_000); setBlockBounds(0, 0, 0, 0, 0, 0); } @Override public boolean isOpaqueCube() { return false; } @Override public boolean renderAsNormalBlock() { return false; } @Override public int getRenderType() { return -1; } @Override public Item getItemDropped(int i, Random rand, int j) { return null; } @Override public int quantityDropped(Random rand) { return 0; } @Override public boolean isAir(IBlockAccess world, int x, int y, int z) { return true; } @Override public boolean canBeReplacedByLeaves(IBlockAccess world, int x, int y, int z) { return true; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int x, int y, int z) { return null; } // This was taken from GregsLighting (cargo cult behaviour) // This is a bit screwy, but it's needed so that trees are not prevented from growing // near a floodlight beam. @Override public boolean isLeaves(IBlockAccess world, int x, int y, int z) { return true; } }