// add a block to your inventory
 public static void AddItem(InventoryItem_Block item)
 {
     for (int i = 0; i < inventoryItems.Length; i++)
     {
         if (inventoryItems[i] == null)
         {
             inventoryItems[i] = item;
         }
         else
         {
         }
     }
 }
    public override void m_break(int amount)
    {
        if (breakable)
        {
            m_hardness -= 1;
            if (m_hardness <= 0)
            {
                Main mainscrpt = GameObject.FindObjectOfType <Main>();
                mainscrpt.wg.worldBlocks[(int)index.x, (int)index.y, (int)index.z] = null; // unlocate yourself from worldblocks
                m_hide();

                Main mainclass = GameObject.FindObjectOfType <Main>();
                mainclass.wg.Draw(mainclass.transform.position);

                // black magic fuckery

                Block instance = new Block_Log(Vector3.zero);                 // get type of child class and make an instance

                InventoryItem_Block item = new InventoryItem_Block(instance); // create a new inventory item of type "block" and set its refference to the type of this class(the derived class type)

                Inventory.AddItem(item);                                      // add dthe inventory item to inventory
            }
        }
    }