Connected Glass
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@@ -19,83 +19,30 @@
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package appeng.decorative.solid;
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import java.util.EnumSet;
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import net.minecraft.block.material.Material;
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import appeng.helpers.AEGlassMaterial;
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import net.minecraft.block.AbstractGlassBlock;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.entity.EntityType;
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import net.minecraft.block.SoundType;
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import net.minecraft.block.material.Material;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockReader;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import net.minecraftforge.client.model.data.ModelProperty;
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import appeng.block.AEBaseBlock;
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public class BlockQuartzGlass extends AbstractGlassBlock {
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public class BlockQuartzGlass extends AEBaseBlock
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{
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public BlockQuartzGlass()
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{
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super( Properties.create(Material.GLASS) );
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// FIXME this.setLightOpacity( 0 );
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this.setOpaque( false );
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public BlockQuartzGlass() {
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super(Block.Properties.create(Material.GLASS).hardnessAndResistance(2.2F).sound(SoundType.GLASS).notSolid());
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}
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// @Override
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// protected BlockStateContainer createBlockState()
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// {
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// IProperty[] listedProperties = new IProperty[0];
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// IUnlistedProperty[] unlistedProperties = new IUnlistedProperty[] { GLASS_STATE };
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// return new ExtendedBlockState( this, listedProperties, unlistedProperties );
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// }
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@Override
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public boolean isSideInvisible(BlockState state, BlockState adjacentBlockState, Direction side) {
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final Material mat = adjacentBlockState.getMaterial();
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if (mat == Material.GLASS || mat == AEGlassMaterial.INSTANCE) {
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if (adjacentBlockState.getRenderType() == state.getRenderType()) {
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return true;
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}
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}
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// FIXME @Override
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// FIXME public BlockRenderLayer getBlockLayer()
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// FIXME {
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// FIXME return BlockRenderLayer.CUTOUT;
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// FIXME }
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// FIXME @Override
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// FIXME public boolean shouldSideBeRendered( final BlockState state, final IBlockReader w, final BlockPos pos, final Direction side )
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// FIXME {
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// FIXME BlockPos adjacentPos = pos.offset( side );
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// FIXME
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// FIXME final Material mat = w.getBlockState( adjacentPos ).getMaterial();
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// FIXME
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// FIXME if( mat == Material.GLASS || mat == AEGlassMaterial.INSTANCE )
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// FIXME {
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// FIXME if( w.getBlockState( adjacentPos ).getRenderType() == this.getRenderType( state ) )
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// FIXME {
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// FIXME return false;
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// FIXME }
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// FIXME }
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// FIXME
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// FIXME return super.shouldSideBeRendered( state, w, pos, side );
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// FIXME }
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// BEGIN: Copied from AbstractGlassBlock
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@OnlyIn(Dist.CLIENT)
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public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) {
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return 1.0F;
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return super.isSideInvisible(state, adjacentBlockState, side);
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}
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public boolean propagatesSkylightDown(BlockState state, IBlockReader reader, BlockPos pos) {
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return true;
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}
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public boolean causesSuffocation(BlockState state, IBlockReader worldIn, BlockPos pos) {
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return false;
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}
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public boolean isNormalCube(BlockState state, IBlockReader worldIn, BlockPos pos) {
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return false;
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}
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public boolean canEntitySpawn(BlockState state, IBlockReader worldIn, BlockPos pos, EntityType<?> type) {
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return false;
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}
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// END: Copied from AbstractGlassBlock
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}
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@@ -1,54 +0,0 @@
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.decorative.solid;
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import net.minecraftforge.common.property.IUnlistedProperty;
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/**
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* This unlisted property is used to transport the connected texture state into our model class.
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*/
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public class UnlistedGlassStateProperty implements IUnlistedProperty<GlassState>
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{
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@Override
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public String getName()
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{
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return "glass_state";
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}
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@Override
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public boolean isValid( GlassState value )
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{
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return true;
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}
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@Override
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public Class<GlassState> getType()
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{
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return GlassState.class;
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}
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@Override
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public String valueToString( GlassState value )
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{
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return null;
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}
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}
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