WrapperBlockState
Properties
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Functions
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fun entityCanStandOnFace(level: BlockGetter, pos: BlockPos, entity: Entity, face: Direction): Boolean
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open fun entityInside(level: Level, pos: BlockPos, entity: Entity, effectApplier: InsideBlockEffectApplier, pastEdges: Boolean)
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open fun getCollisionShape(level: BlockGetter, pos: BlockPos, context: CollisionContext): VoxelShape
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open fun getEntityInsideCollisionShape(level: BlockGetter, pos: BlockPos, entity: Entity): VoxelShape
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open fun handleNeighborChanged(level: Level, pos: BlockPos, neighborBlock: Block, orientation: @Nullable Orientation?, movedByPiston: Boolean)
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open fun isFaceSturdy(level: BlockGetter, pos: BlockPos, face: Direction, supportType: SupportType): Boolean
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open fun onExplosionHit(level: ServerLevel, pos: BlockPos, explosion: Explosion, dropConsumer: BiConsumer<ItemStack, BlockPos>)
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open fun onProjectileHit(level: Level, state: BlockState, hit: BlockHitResult, projectile: Projectile)
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open fun spawnAfterBreak(level: ServerLevel, pos: BlockPos, stack: ItemStack, dropExperience: Boolean)
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open fun updateIndirectNeighbourShapes(level: LevelAccessor, pos: BlockPos, flags: Int, recursionLeft: Int)
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open fun updateShape(level: LevelReader, scheduledTickAccess: ScheduledTickAccess, pos: BlockPos, direction: Direction, neighborPos: BlockPos, neighborState: BlockState, random: RandomSource): BlockState
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