}
}
if (block instanceof IPartialSealableBlock)
{
IPartialSealableBlock blockPartial = (IPartialSealableBlock) block;
if (blockPartial.isSealed(this.world, vec.x, vec.y, vec.z, ForgeDirection.getOrientation(side)))
{
// If a partial block checks as solid, allow it to be tested
// again from other directions
// This won't cause an endless loop, because the block won't
// be included in nextLayer if it checks as solid
this.checked.remove(vec);
this.checkCount--;
return false;
}
//Find the solid sides so they don't get iterated into, when doing the next layer
for (int i = 0; i < 6; i++)
{
if (i == side)
{
continue;
}
if (blockPartial.isSealed(this.world, vec.x, vec.y, vec.z, ForgeDirection.getOrientation(i)))
{
vec.setSideDone(i ^ 1);
}
}
return true;