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 getVisualShape(level: BlockGetter?, pos: BlockPos?, context: CollisionContext?): VoxelShape?
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open fun handleNeighborChanged(level: Level?, pos: BlockPos?, neighborBlock: Block?, @Nullable orientation: 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 populateNeighbours(possibleStateMap: Map<Map<Property<*>?, Comparable<*>?>?, BlockState?>?)
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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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open fun useWithoutItem(level: Level?, player: Player?, hitResult: BlockHitResult?): InteractionResult?