Modified how links are created so that the caller must specify a link type when the link is created, rather than setting it later. This was done to avoid having to send two link data packets following the way links would be handled logically. Turns out this was good idea overall for ensuring link integrity, because there was one case where I forgot to set the link type after creating the link.
75 lines
2.2 KiB
Java
75 lines
2.2 KiB
Java
package StevenDimDoors.mod_pocketDim.blocks;
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import java.util.Random;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IconRegister;
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import net.minecraft.item.Item;
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import net.minecraft.util.Icon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.core.IDimLink;
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import StevenDimDoors.mod_pocketDim.core.NewDimData;
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import StevenDimDoors.mod_pocketDim.core.PocketManager;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class WarpDoor extends DimensionalDoor
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{
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private Icon blockIconBottom;
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public WarpDoor(int blockID, Material material)
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{
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super(blockID, material);
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}
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public void registerIcons(IconRegister par1IconRegister)
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{
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this.blockIcon = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2()+"_top");
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this.blockIconBottom = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2()+"_bottom");
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}
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@Override
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public void onBlockAdded(World world, int x, int y, int z)
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{
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//FIXME: We need to set door generation flags on the tile entities. Ignoring that for now. ~SenseiKiwi
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if (!world.isRemote && world.getBlockId(x, y - 1, z) == this.blockID)
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{
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NewDimData dimension = PocketManager.getDimensionData(world);
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IDimLink link = dimension.getLink(x, y, z);
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if (link == null)
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{
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dimension.createLink(x, y, z, IDimLink.TYPE_SAFE_EXIT);
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}
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}
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world.setBlockTileEntity(x, y, z, this.createNewTileEntity(world));
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}
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@SideOnly(Side.CLIENT)
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/**
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* Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
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*/
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public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
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{
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if(par1IBlockAccess.getBlockId(par2, par3-1, par4)==this.blockID)
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{
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return this.blockIcon;
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}
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else
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{
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return this.blockIconBottom;
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}
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}
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public int idPicked(World par1World, int par2, int par3, int par4)
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{
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return Item.doorWood.itemID;
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}
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public int idDropped(int par1, Random par2Random, int par3)
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{
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return (par1 & 8) != 0 ? 0 : (Item.doorWood.itemID);
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}
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} |