/** * How bright to render this block based on the light its receiving. Args: iBlockAccess, x, y, z */ public float getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { float var5 = par1IBlockAccess.getLightBrightness(par2, par3, par4); float var6 = par1IBlockAccess.getLightBrightness(par2, par3 + 1, par4); return var5 > var6 ? var5 : var6; }
@Override public float getBlockBrightness(IBlockAccess iblockaccess, int i, int j, int k) { float f = iblockaccess.getLightBrightness(i, j, k); float f1 = iblockaccess.getLightBrightness(i, j + 1, k); return f > f1 ? f : f1; }