WrapperBlock

class WrapperBlock(novaBlock: NovaBlock) : Block

Constructors

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constructor(novaBlock: NovaBlock)

Properties

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val Block.bukkitMaterial: Material
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var timing: Timing

Functions

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open fun animateTick(p0: BlockState, p1: Level, p2: BlockPos, p3: RandomSource)
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open fun appendHoverText(p0: ItemStack, p1: Item.TooltipContext, p2: MutableList<Component>, p3: TooltipFlag)
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open override fun asItem(): Item
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open fun builtInRegistryHolder(): Holder.Reference<Block>
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fun defaultBlockState(): BlockState
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open fun defaultMapColor(): MapColor
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open fun destroy(p0: LevelAccessor, p1: BlockPos, p2: BlockState)
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open fun dropFromExplosion(p0: Explosion): Boolean
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open fun fallOn(p0: Level, p1: BlockState, p2: BlockPos, p3: Entity, p4: Float)
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open fun getCloneItemStack(p0: LevelReader, p1: BlockPos, p2: BlockState): ItemStack
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open fun getExpDrop(p0: BlockState, p1: ServerLevel, p2: BlockPos, p3: ItemStack, p4: Boolean): Int
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open fun getFriction(): Float
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open fun getJumpFactor(): Float
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fun getLootTable(): ResourceKey<LootTable>
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open fun getMenuProvider(p0: BlockState, p1: Level, p2: BlockPos): MenuProvider?
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open fun getName(): MutableComponent
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open fun getSpeedFactor(): Float
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open fun getStateDefinition(): StateDefinition<Block, BlockState>
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open fun getStateForPlacement(p0: BlockPlaceContext): BlockState?
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open fun getTiming(): Timing
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open fun handlePrecipitation(p0: BlockState, p1: Level, p2: BlockPos, p3: Biome.Precipitation)
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open fun isEnabled(enabledFeatures: FeatureFlagSet): Boolean
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open fun isPossibleToRespawnInThis(p0: BlockState): Boolean
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open fun playerDestroy(p0: Level, p1: Player, p2: BlockPos, p3: BlockState, @Nullable p4: BlockEntity?, p5: ItemStack)
open fun playerDestroy(p0: Level, p1: Player, p2: BlockPos, p3: BlockState, @Nullable p4: BlockEntity?, p5: ItemStack, p6: Boolean, p7: Boolean)
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open fun playerWillDestroy(p0: Level, p1: BlockPos, p2: BlockState, p3: Player): BlockState
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open fun popExperience(p0: ServerLevel, p1: BlockPos, p2: Int)
open fun popExperience(p0: ServerLevel, p1: BlockPos, p2: Int, p3: Entity)
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open fun properties(): BlockBehaviour.Properties
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open override fun requiredFeatures(): FeatureFlagSet
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open fun setPlacedBy(p0: Level, p1: BlockPos, p2: BlockState, @Nullable p3: LivingEntity?, p4: ItemStack)
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open fun stepOn(p0: Level, p1: BlockPos, p2: BlockState, p3: Entity)
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open override fun toString(): String
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open fun updateEntityAfterFallOn(p0: BlockGetter, p1: Entity)
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open fun wasExploded(p0: Level, p1: BlockPos, p2: Explosion)
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fun withPropertiesOf(p0: BlockState): BlockState