package net.minecraft.block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.item.EntityFallingBlock; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.world.World; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files (c) 2022-2024 lax1dude, ayunami2000. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ public class BlockFalling extends Block { public static boolean fallInstantly; public BlockFalling() { super(Material.sand); this.setCreativeTab(CreativeTabs.tabBlock); } public BlockFalling(Material materialIn) { super(materialIn); } public void onBlockAdded(World world, BlockPos blockpos, IBlockState var3) { world.scheduleUpdate(blockpos, this, this.tickRate(world)); } /**+ * Called when a neighboring block changes. */ public void onNeighborBlockChange(World world, BlockPos blockpos, IBlockState var3, Block var4) { world.scheduleUpdate(blockpos, this, this.tickRate(world)); } protected void onStartFalling(EntityFallingBlock var1) { } /**+ * How many world ticks before ticking */ public int tickRate(World var1) { return 2; } public static boolean canFallInto(World worldIn, BlockPos pos) { Block block = worldIn.getBlockState(pos).getBlock(); Material material = block.blockMaterial; return block == Blocks.fire || material == Material.air || material == Material.water || material == Material.lava; } public void onEndFalling(World var1, BlockPos var2) { } }