WrapperBlockState

class WrapperBlockState(val novaState: NovaBlockState) : BlockState

Constructors

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constructor(novaState: NovaBlockState)

Properties

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val BlockState.bukkitBlockData: BlockData
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val fluidState: FluidState
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val BlockState.id: Int
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Functions

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open fun attack(p0: Level, p1: BlockPos, p2: Player)
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open fun blocksMotion(): Boolean
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open fun canBeReplaced(p0: BlockPlaceContext): Boolean
open fun canBeReplaced(p0: Fluid): Boolean
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open fun canSurvive(p0: LevelReader, p1: BlockPos): Boolean
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open fun createCraftBlockData(): CraftBlockData
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open fun <T : Comparable<T>> cycle(p0: Property<T>): BlockState
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open fun emissiveRendering(p0: BlockGetter, p1: BlockPos): Boolean
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fun entityCanStandOn(p0: BlockGetter, p1: BlockPos, p2: Entity): Boolean
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fun entityCanStandOnFace(p0: BlockGetter, p1: BlockPos, p2: Entity, p3: Direction): Boolean
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open fun entityInside(p0: Level, p1: BlockPos, p2: Entity)
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open fun getAnalogOutputSignal(p0: Level, p1: BlockPos): Int
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open fun getBlock(): Block
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open fun getBlockHolder(): Holder<Block>
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open fun getBlockSupportShape(p0: BlockGetter, p1: BlockPos): VoxelShape
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fun getBukkitMaterial(): Material
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open fun getCollisionShape(p0: BlockGetter, p1: BlockPos): VoxelShape
open fun getCollisionShape(p0: BlockGetter, p1: BlockPos, p2: CollisionContext): VoxelShape
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open fun getDestroyProgress(p0: Player, p1: BlockGetter, p2: BlockPos): Float
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open fun getDestroySpeed(p0: BlockGetter, p1: BlockPos): Float
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open fun getDirectSignal(p0: BlockGetter, p1: BlockPos, p2: Direction): Int
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open fun getDrops(p0: LootParams.Builder): MutableList<ItemStack>
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open fun getFaceOcclusionShape(p0: BlockGetter, p1: BlockPos, p2: Direction): VoxelShape
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open fun getInteractionShape(p0: BlockGetter, p1: BlockPos): VoxelShape
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open fun getLightBlock(p0: BlockGetter, p1: BlockPos): Int
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open fun getMapColor(p0: BlockGetter, p1: BlockPos): MapColor
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open fun getMenuProvider(p0: Level, p1: BlockPos): MenuProvider?
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open fun getOcclusionShape(p0: BlockGetter, p1: BlockPos): VoxelShape
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open fun getOffset(p0: BlockGetter, p1: BlockPos): Vec3
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open fun <T : Comparable<T>> getOptionalValue(p0: Property<T>): Optional<T>
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open fun getPistonPushReaction(): PushReaction
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open fun getProperties(): MutableCollection<Property<*>>
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open fun getRenderShape(): RenderShape
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open fun getSeed(p0: BlockPos): Long
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open fun getShadeBrightness(p0: BlockGetter, p1: BlockPos): Float
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open fun getShape(p0: BlockGetter, p1: BlockPos): VoxelShape
open fun getShape(p0: BlockGetter, p1: BlockPos, p2: CollisionContext): VoxelShape
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open fun getSignal(p0: BlockGetter, p1: BlockPos, p2: Direction): Int
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open fun getSoundType(): SoundType
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open fun getTags(): Stream<TagKey<Block>>
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open fun <T : BlockEntity> getTicker(p0: Level, p1: BlockEntityType<T>): BlockEntityTicker<T>?
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open fun <T : Comparable<T>> getValue(p0: Property<T>): T
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open fun getValues(): MutableMap<Property<*>, Comparable<*>>
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open fun getVisualShape(p0: BlockGetter, p1: BlockPos, p2: CollisionContext): VoxelShape
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open fun handleNeighborChanged(p0: Level, p1: BlockPos, p2: Block, p3: BlockPos, p4: Boolean)
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open fun hasPostProcess(p0: BlockGetter, p1: BlockPos): Boolean
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open fun <T : Comparable<T>> hasProperty(p0: Property<T>): Boolean
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fun <T : Comparable<T>> BlockState.hasProperty(property: Property<T>, value: T): Boolean
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open fun initCache()
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open fun instrument(): NoteBlockInstrument
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open fun is(p0: HolderSet<Block>): Boolean
open fun is(p0: Holder<Block>): Boolean
open fun is(p0: ResourceKey<Block>): Boolean
open fun is(p0: TagKey<Block>): Boolean
open fun is(p0: Block): Boolean
open fun is(p0: TagKey<Block>, p1: Predicate<BlockBehaviour.BlockStateBase>): Boolean
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open fun isCollisionShapeFullBlock(p0: BlockGetter, p1: BlockPos): Boolean
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open fun isFaceSturdy(p0: BlockGetter, p1: BlockPos, p2: Direction): Boolean
open fun isFaceSturdy(p0: BlockGetter, p1: BlockPos, p2: Direction, p3: SupportType): Boolean
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open fun isPathfindable(p0: PathComputationType): Boolean
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open fun isRedstoneConductor(p0: BlockGetter, p1: BlockPos): Boolean
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open fun isSolid(): Boolean
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open fun isSolidRender(p0: BlockGetter, p1: BlockPos): Boolean
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open fun isSuffocating(p0: BlockGetter, p1: BlockPos): Boolean
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open fun isValidSpawn(p0: BlockGetter, p1: BlockPos, p2: EntityType<*>): Boolean
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open fun isViewBlocking(p0: BlockGetter, p1: BlockPos): Boolean
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open fun liquid(): Boolean
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open fun mirror(p0: Mirror): BlockState
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override fun moonrise$getConstantCollisionShape(): VoxelShape
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override fun moonrise$hasCache(): Boolean
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override fun moonrise$uniqueId1(): Int
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override fun moonrise$uniqueId2(): Int
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open fun onExplosionHit(p0: Level, p1: BlockPos, p2: Explosion, p3: BiConsumer<ItemStack, BlockPos>)
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open fun onPlace(p0: Level, p1: BlockPos, p2: BlockState, p3: Boolean)
open fun onPlace(p0: Level, p1: BlockPos, p2: BlockState, p3: Boolean, @Nullable p4: UseOnContext?)
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open fun onProjectileHit(p0: Level, p1: BlockState, p2: BlockHitResult, p3: Projectile)
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open fun onRemove(p0: Level, p1: BlockPos, p2: BlockState, p3: Boolean)
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open fun populateNeighbours(p0: MutableMap<MutableMap<Property<*>, Comparable<*>>, BlockState>)
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open fun propagatesSkylightDown(p0: BlockGetter, p1: BlockPos): Boolean
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open fun randomTick(p0: ServerLevel, p1: BlockPos, p2: RandomSource)
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open fun rotate(p0: Rotation): BlockState
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open fun <T : Comparable<T>, V : T> setValue(p0: Property<T>, p1: V): BlockState
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open fun skipRendering(p0: BlockState, p1: Direction): Boolean
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open fun spawnAfterBreak(p0: ServerLevel, p1: BlockPos, p2: ItemStack, p3: Boolean)
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open fun tick(p0: ServerLevel, p1: BlockPos, p2: RandomSource)
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open override fun toString(): String
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open fun triggerEvent(p0: Level, p1: BlockPos, p2: Int, p3: Int): Boolean
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open fun <T : Comparable<T>, V : T> trySetValue(p0: Property<T>, p1: V): BlockState
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fun updateIndirectNeighbourShapes(p0: LevelAccessor, p1: BlockPos, p2: Int)
open fun updateIndirectNeighbourShapes(p0: LevelAccessor, p1: BlockPos, p2: Int, p3: Int)
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fun updateNeighbourShapes(p0: LevelAccessor, p1: BlockPos, p2: Int)
fun updateNeighbourShapes(p0: LevelAccessor, p1: BlockPos, p2: Int, p3: Int)
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open fun updateShape(p0: Direction, p1: BlockState, p2: LevelAccessor, p3: BlockPos, p4: BlockPos): BlockState
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open fun useItemOn(p0: ItemStack, p1: Level, p2: Player, p3: InteractionHand, p4: BlockHitResult): ItemInteractionResult
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open fun useWithoutItem(p0: Level, p1: Player, p2: BlockHitResult): InteractionResult