gt:             if (par5 == 2)
context: package net.minecraft.block;
  
  import cpw.mods.fml.relauncher.Side;
  import cpw.mods.fml.relauncher.SideOnly;
  import net.minecraft.block.material.Material;
  import net.minecraft.creativetab.CreativeTabs;
  import net.minecraft.entity.player.EntityPlayer;
  import net.minecraft.util.AxisAlignedBB;
  import net.minecraft.util.MovingObjectPosition;
  import net.minecraft.util.Vec3;
  import net.minecraft.world.IBlockAccess;
  import net.minecraft.world.World;
  
  import net.minecraftforge.common.ForgeDirection;
  
  public class BlockTrapDoor extends Block
  {
      /** Set this to allow trapdoors to remain free-floating */
      public static boolean disableValidation = false;
  
      protected BlockTrapDoor(int par1, Material par2Material)
      {
          super(par1, par2Material);
          float f = 0.5F;
          float f1 = 1.0F;
          this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);
          this.setCreativeTab(CreativeTabs.tabRedstone);
      }
  
      /**
       * 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.
       */
      public boolean isOpaqueCube()
      {
          return false;
      }
  
      /**
       * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
       */
      public boolean renderAsNormalBlock()
      {
          return false;
      }
  
      public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
      {
          return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
      }
  
      /**
       * The type of render function that is called for this block
       */
      public int getRenderType()
      {
          return 0;
      }
  
      @SideOnly(Side.CLIENT)
  
      /**
       * Returns the bounding box of the wired rectangular prism to render.
       */
      public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
      {
          this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
          return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, 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)
       */
      public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
      {
          this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
          return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
      }
  
      /**
       * Updates the blocks bounds based on its current state. Args: world, x, y, z
       */
      public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
      {
          this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
      }
  
      /**
       * Sets the block's bounds for rendering it as an item
       */
      public void setBlockBoundsForItemRender()
      {
          float f = 0.1875F;
          this.setBlockBounds(0.0F, 0.5F - f / 2.0F, 0.0F, 1.0F, 0.5F + f / 2.0F, 1.0F);
      }
  
      public void setBlockBoundsForBlockRender(int par1)
      {
          float f = 0.1875F;
  
          if ((par1 & 8) != 0)
          {
              this.setBlockBounds(0.0F, 1.0F - f, 0.0F, 1.0F, 1.0F, 1.0F);
          }
          else
          {
              this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, f, 1.0F);
          }
  
          if (isTrapdoorOpen(par1))
          {
              if ((par1 & 3) == 0)
              {
                  this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
              }
  
              if ((par1 & 3) == 1)
              {
                  this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
              }
  
              if ((par1 & 3) == 2)
              {
                  this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
              }
  
              if ((par1 & 3) == 3)
              {
                  this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
              }
          }
      }
  
      /**
       * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
       */
      public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}
  
      /**
       * Called upon block activation (right click on the block.)
       */
      public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
      {
          if (this.blockMaterial == Material.iron)
          {
              return true;
          }
          else
          {
              int i1 = par1World.getBlockMetadata(par2, par3, par4);
              par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 ^ 4, 2);
              par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
              return true;
          }
      }
  
      public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
      {
          int l = par1World.getBlockMetadata(par2, par3, par4);
          boolean flag1 = (l & 4) > 0;
  
          if (flag1 != par5)
          {
              par1World.setBlockMetadataWithNotify(par2, par3, par4, l ^ 4, 2);
              par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
          }
      }
  
      /**
       * 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
       */
      public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
      {
          if (!par1World.isRemote)
          {
              int i1 = par1World.getBlockMetadata(par2, par3, par4);
              int j1 = par2;
              int k1 = par4;
  
              if ((i1 & 3) == 0)
              {
                  k1 = par4 + 1;
              }
  
              if ((i1 & 3) == 1)
              {
                  --k1;
              }
  
              if ((i1 & 3) == 2)
              {
                  j1 = par2 + 1;
              }
  
              if ((i1 & 3) == 3)
              {
                  --j1;
              }
  
              if (!(isValidSupportBlock(par1World.getBlockId(j1, par3, k1)) || par1World.isBlockSolidOnSide(j1, par3, k1, ForgeDirection.getOrientation((i1 & 3) + 2))))
              {
                  par1World.setBlockToAir(par2, par3, par4);
                  this.dropBlockAsItem(par1World, par2, par3, par4, i1, 0);
              }
  
              boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4);
  
              if (flag || par5 > 0 && Block.blocksList[par5].canProvidePower())
              {
                  this.onPoweredBlockChange(par1World, par2, par3, par4, flag);
              }
          }
      }
  
      /**
       * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
       * x, y, z, startVec, endVec
       */
      public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
      {
          this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
          return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
      }
  
      /**
       * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
       */
      public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
      {
          int j1 = 0;
  
          if (par5 == 2)
          {
              j1 = 0;
          }
  
          if (par5 == 3)
          {
              j1 = 1;
          }
  
          if (par5 == 4)
          {
              j1 = 2;
          }
  
          if (par5 == 5)
          {
              j1 = 3;
          }
  
          if (par5 != 1 && par5 != 0 && par7 > 0.5F)
          {
              j1 |= 8;
          }
  
          return j1;
      }
  
      /**
       * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
       */
      public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
      {
          if (disableValidation)
          {
              return true;
          }
          if (par5 == 0)
          {
              return false;
          }
          else if (par5 == 1)
          {
              return false;
          }
          else
          {
  