package common.block; import common.material.Material; import common.world.BlockPos; import common.world.BoundingBox; import common.world.State; import common.world.World; public class BlockAir extends Block { public BlockAir() { super(Material.air); } /** * The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render */ public int getRenderType() { return -1; } public BoundingBox getCollisionBoundingBox(World worldIn, BlockPos pos, State state) { return null; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube() { return false; } public boolean canCollideCheck(State state, boolean hitIfLiquid) { return false; } /** * Spawns this Block's drops into the World as EntityItems. */ public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, State state, float chance, int fortune) { } /** * Whether this Block can be replaced directly by other blocks (true for e.g. tall grass) */ public boolean isReplaceable(World worldIn, BlockPos pos) { return true; } }