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## net.minecraft.src
Class BlockFluid

    java.lang.Object
      net.minecraft.src.Block
          net.minecraft.src.BlockFluid

Direct Known Subclasses:
  BlockFlowing, BlockStationary

    public abstract class BlockFluid

extends Block

Field Summary

Fields inherited from class net.minecraft.src.Block
`anvil, beacon, bed, bedrock, blockClay, blockDiamond, blockEmerald, blockGold, blockID, blockIndexInTexture, blockLapis, blockMaterial, blockParticleGravity, blocksList, blockSnow, blockSteel, bookShelf, brewingStand, brick, cactus, cake, canBlockGrass, carrot, cauldron, chest, cloth, cobblestone, cobblestoneMossy, cobblestoneWall, cocoaPlant, commandBlock, crops, deadBush, dirt, dispenser, doorSteel, doorWood, dragonEgg, enchantmentTable, enderChest, endPortal, endPortalFrame, fence, fenceGate, fenceIron, fire, flowerPot, glass, glowStone, grass, gravel, ice, isDefaultTexture, jukebox, ladder, lavaMoving, lavaStill, leaves, lever, lightOpacity, lightValue, lockedChest, melon, melonStem, mobSpawner, mushroomBrown, mushroomCapBrown, mushroomCapRed, mushroomRed, music, mycelium, netherBrick, netherFence, netherrack, netherStalk, obsidian, opaqueCubeLookup, oreCoal, oreDiamond, oreEmerald, oreGold, oreIron, oreLapis, oreRedstone, oreRedstoneGlowing, pistonBase, pistonExtension, pistonMoving, pistonStickyBase, planks, plantRed, plantYellow, portal, potatoe, pressurePlatePlanks, pressurePlateStone, pumpkin, pumpkinLantern, pumpkinStem, rail, railDetector, railPowered, redstoneLampActive, redstoneLampIdle, redstoneRepeaterActive, redstoneRepeaterIdle, redstoneWire, reed, requiresSelfNotify, sand, sandStone, sapling, signPost, signWall, silverfish, skull, slipperiness, slowSand, snow, soundAnvilFootstep, soundClothFootstep, soundGlassFootstep, soundGrassFootstep, soundGravelFootstep, soundLadderFootstep, soundMetalFootstep, soundPowderFootstep, soundSandFootstep, soundSnowFootstep, soundStoneFootstep, soundWoodFootstep, sponge, stairCompactCobblestone, stairCompactPlanks, stairsBrick, stairsNetherBrick, stairsSandStone, stairsStoneBrickSmooth, stairsWoodBirch, stairsWoodJungle, stairsWoodSpruce, stepSound, stone, stoneBrick, stoneButton, stoneDoubleSlab, stoneOvenActive, stoneOvenIdle, stoneSingleSlab, tallGrass, thinGlass, tilledField, tnt, torchRedstoneActive, torchRedstoneIdle, torchWood, trapdoor, tripWire, tripWireSource, useNeighborBrightness, vine, waterlily, waterMoving, waterStill, web, whiteStone, wood, woodDoubleSlab, woodenButton, woodSingleSlab, workbench`

Method Summary
`boolean` | `canCollideCheck(int par1, boolean par2)` Returns whether this block is collideable based on the arguments passed in Args: blockMetaData, unknownFlag
`int` | `colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`float` | `getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getBlockColor()`
`boolean` | `getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getBlockTextureFromSide(int par1)` Returns the block texture based on the side being looked at.
`AxisAlignedBB` | `getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)` Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
`static double` | `getFlowDirection(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, Material par4Material)`
`static float` | `getFluidHeightPercent(int par0)` Returns the percentage of the fluid block that is air, based on the given flow decay of the fluid.
`int` | `getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getRenderBlockPass()`
`int` | `getRenderType()` The type of render function that is called for this block
`int` | `idDropped(int par1, Random par2Random, int par3)` Returns the ID of the items to drop on destruction.
`boolean` | `isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
`boolean` | `isOpaqueCube()` Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
`void` | `onBlockAdded(World par1World, int par2, int par3, int par4)` Called whenever the block is added into the world.
`void` | `onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)` Lets the block know when one of its neighbor changes.
`int` | `quantityDropped(Random par1Random)` Returns the quantity of items to drop on block destruction.
`void` | `randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)`
`boolean` | `renderAsNormalBlock()` If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
`boolean` | `shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
`int` | `tickRate()` How many world ticks before ticking
`void` | `velocityToAddToEntity(World par1World, int par2, int par3, int par4, Entity par5Entity, Vec3 par6Vec3)` Can add to the passed in vector for a movement vector to be applied to the entity.

Methods inherited from class net.minecraft.src.Block
`addBlockDestroyEffects, addBlockHitEffects, addCollidingBlockToList, addCreativeItems, beginLeavesDecay, breakBlock, canBeReplacedByLeaves, canBlockStay, canConnectRedstone, canCreatureSpawn, canDragonDestroy, canHarvestBlock, canPlaceBlockAt, canPlaceBlockOnSide, canPlaceTorchOnTop, canProvidePower, canRenderInPass, canSilkHarvest, canSustainLeaves, canSustainPlant, collisionRayTrace, createTileEntity, damageDropped, dropBlockAsItem, dropBlockAsItemWithChance, fillWithRain, func_82505_u_, func_82506_l, getAmbientOcclusionLightValue, getBedDirection, getBedSpawnPosition, getBlockBoundsMaxX, getBlockBoundsMaxY, getBlockBoundsMaxZ, getBlockBoundsMinX, getBlockBoundsMinY, getBlockBoundsMinZ, getBlockDropped, getBlockHardness, getBlockName, getBlockTexture, getBlockTextureFromSideAndMetadata, getCreativeTabToDisplayOn, getDamageValue, getEnableStats, getExplosionResistance, getExplosionResistance, getFireSpreadSpeed, getFlammability, getLightOpacity, getLightValue, getMobilityFlag, getPickBlock, getPlayerRelativeBlockHardness, getRenderColor, getSelectedBoundingBoxFromPool, getSubBlocks, getTextureFile, getTickRandomly, harvestBlock, hasTileEntity, hasTileEntity, idPicked, isAirBlock, isBeaconBase, isBed, isBedFoot, isBlockBurning, isBlockFoliage, isBlockNormalCube, isBlockReplaceable, isBlockSolidOnSide, isCollidable, isFertile, isFireSource, isFlammable, isGenMineableReplaceable, isIndirectlyPoweringTo, isLadder, isLeaves, isNormalCube, isPoweringTo, isWood, onBlockActivated, onBlockClicked, onBlockDestroyedByExplosion, onBlockDestroyedByPlayer, onBlockEventReceived, onBlockHarvested, onBlockPlacedBy, onEntityCollidedWithBlock, onEntityWalking, onFallenUpon, onSetBlockIDWithMetaData, quantityDropped, quantityDroppedWithBonus, removeBlockByPlayer, setBedOccupied, setBlockBounds, setBlockBoundsBasedOnState, setBlockBoundsForItemRender, setBlockName, setBlockUnbreakable, setBurnProperties, setCreativeTab, setHardness, setLightOpacity, setLightValue, setRequiresSelfNotify, setResistance, setStepSound, setTextureFile, setTickRandomly, translateBlockName, updateBlockMetadata, updateTick`

Methods inherited from class java.lang.Object
`equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Method Detail

### getBlocksMovement

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess,
                                     int par2,
                                     int par3,
                                     int par4)

  Overrides:
    `getBlocksMovement` in class `Block`

### getBlockColor

    public int getBlockColor()

  Overrides:
    `getBlockColor` in class `Block`

### colorMultiplier

    public int colorMultiplier(IBlockAccess par1IBlockAccess,
                               int par2,
                               int par3,
                               int par4)

  Overrides:
    `colorMultiplier` in class `Block`

### getFluidHeightPercent

    public static float getFluidHeightPercent(int par0)

  Returns the percentage of the fluid block that is air, based on the given flow decay of the fluid.

### getBlockTextureFromSide

    public int getBlockTextureFromSide(int par1)

  Returns the block texture based on the side being looked at. Args: side

  Overrides:
    `getBlockTextureFromSide` in class `Block`

### renderAsNormalBlock

    public boolean renderAsNormalBlock()

  If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)

  Overrides:
    `renderAsNormalBlock` in class `Block`

### isOpaqueCube

    public boolean isOpaqueCube()

  Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.

  Overrides:
    `isOpaqueCube` in class `Block`

### canCollideCheck

    public boolean canCollideCheck(int par1,
                                   boolean par2)

  Returns whether this block is collideable based on the arguments passed in Args: blockMetaData, unknownFlag

  Overrides:
    `canCollideCheck` in class `Block`

### isBlockSolid

    public boolean isBlockSolid(IBlockAccess par1IBlockAccess,
                                int par2,
                                int par3,
                                int par4,
                                int par5)

  Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates. Args: blockAccess, x, y, z, side

  Overrides:
    `isBlockSolid` in class `Block`

### shouldSideBeRendered

    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess,
                                        int par2,
                                        int par3,
                                        int par4,
                                        int par5)

  Overrides:
    `shouldSideBeRendered` in class `Block`

### getCollisionBoundingBoxFromPool

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World,
                                                         int par2,
                                                         int par3,
                                                         int par4)

  Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)

  Overrides:
    `getCollisionBoundingBoxFromPool` in class `Block`

### getRenderType

    public int getRenderType()

  The type of render function that is called for this block

  Overrides:
    `getRenderType` in class `Block`

### idDropped

    public int idDropped(int par1,
                         Random par2Random,
                         int par3)

  Returns the ID of the items to drop on destruction.

  Overrides:
    `idDropped` in class `Block`

### quantityDropped

    public int quantityDropped(Random par1Random)

  Returns the quantity of items to drop on block destruction.

  Overrides:
    `quantityDropped` in class `Block`

### velocityToAddToEntity

    public void velocityToAddToEntity(World par1World,
                                      int par2,
                                      int par3,
                                      int par4,
                                      Entity par5Entity,
                                      Vec3 par6Vec3)

  Can add to the passed in vector for a movement vector to be applied to the entity. Args: x, y, z, entity, vec3d

  Overrides:
    `velocityToAddToEntity` in class `Block`

### tickRate

    public int tickRate()

  How many world ticks before ticking

  Overrides:
    `tickRate` in class `Block`

### getMixedBrightnessForBlock

    public int getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess,
                                          int par2,
                                          int par3,
                                          int par4)

  Overrides:
    `getMixedBrightnessForBlock` in class `Block`

### getBlockBrightness

    public float getBlockBrightness(IBlockAccess par1IBlockAccess,
                                    int par2,
                                    int par3,
                                    int par4)

  Overrides:
    `getBlockBrightness` in class `Block`

### getRenderBlockPass

    public int getRenderBlockPass()

  Overrides:
    `getRenderBlockPass` in class `Block`

### randomDisplayTick

    public void randomDisplayTick(World par1World,
                                  int par2,
                                  int par3,
                                  int par4,
                                  Random par5Random)

  Overrides:
    `randomDisplayTick` in class `Block`

### getFlowDirection

    public static double getFlowDirection(IBlockAccess par0IBlockAccess,
                                          int par1,
                                          int par2,
                                          int par3,
                                          Material par4Material)

### onBlockAdded

    public void onBlockAdded(World par1World,
                             int par2,
                             int par3,
                             int par4)

  Called whenever the block is added into the world. Args: world, x, y, z

  Overrides:
    `onBlockAdded` in class `Block`

### onNeighborBlockChange

    public void onNeighborBlockChange(World par1World,
                                      int par2,
                                      int par3,
                                      int par4,
                                      int par5)

  Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are their own) Args: x, y, z, neighbor blockID

  Overrides:
    `onNeighborBlockChange` in class `Block`

Overview | Package | Class | Use | Tree | Deprecated | Index | Help
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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD