    001    package net.minecraft.block;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import net.minecraft.block.material.Material;
    006    import net.minecraft.world.IBlockAccess;
    007
    008    public class BlockLeavesBase extends Block
    009    {
    010        /**
    011         * Used to determine how to display leaves based on the graphics level. May also be used in rendering for
    012         * transparency, not sure.
    013         */
    014        public boolean graphicsLevel;
    015
    016        protected BlockLeavesBase(int par1, int par2, Material par3Material, boolean par4)
    017        {
    018            super(par1, par2, par3Material);
    019            this.graphicsLevel = par4;
    020        }
    021
    022        /**
    023         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
    024         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    025         */
    026        public boolean isOpaqueCube()
    027        {
    028            return false;
    029        }
    030
    031        @SideOnly(Side.CLIENT)
    032
    033        /**
    034         * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
    035         * coordinates.  Args: blockAccess, x, y, z, side
    036         */
    037        public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    038        {
    039            int var6 = par1IBlockAccess.getBlockId(par2, par3, par4);
    040            return !this.graphicsLevel && var6 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5);
    041        }
    042    }