package game.block; import game.item.CheatTab; import game.material.Material; import game.model.BlockLayer; import game.rng.Random; public class BlockGlass extends BlockBreakable { public BlockGlass(Material materialIn, boolean ignoreSimilarity) { super(materialIn, ignoreSimilarity); this.setTab(CheatTab.tabBlocks); } /** * Returns the quantity of items to drop on block destruction. */ public int quantityDropped(Random random) { return 0; } public BlockLayer getBlockLayer() { return BlockLayer.CUTOUT; } public boolean isFullCube() { return false; } public boolean canSilkHarvest() { return true; } }