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 defaultBlockState: BlockState
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open val friction: Float
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open val jumpFactor: Float
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val lootTable: Optional<ResourceKey<LootTable>>
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open val name: MutableComponent
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open val speedFactor: Float
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open val stateDefinition: StateDefinition<Block, BlockState>

Functions

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open fun animateTick(state: BlockState, level: Level, pos: BlockPos, random: RandomSource)
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open 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(level: LevelAccessor, pos: BlockPos, state: BlockState)
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open fun dropFromExplosion(explosion: Explosion): Boolean
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open fun fallOn(level: Level, state: BlockState, pos: BlockPos, entity: Entity, fallDistance: Double)
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open fun getExpDrop(state: BlockState, level: ServerLevel, pos: BlockPos, stack: ItemStack, dropExperience: Boolean): Int
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open fun getMenuProvider(state: BlockState, level: Level, pos: BlockPos): @Nullable MenuProvider?
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open fun getStateForPlacement(context: BlockPlaceContext): @Nullable BlockState?
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open fun handlePrecipitation(state: BlockState, level: Level, pos: BlockPos, precipitation: Biome.Precipitation)
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open fun isEnabled(enabledFeatures: FeatureFlagSet): Boolean
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open fun isPossibleToRespawnInThis(state: BlockState): Boolean
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open fun playerDestroy(level: Level, player: Player, pos: BlockPos, state: BlockState, blockEntity: @Nullable BlockEntity?, tool: ItemStack)
open fun playerDestroy(level: Level, player: Player, pos: BlockPos, state: BlockState, blockEntity: @Nullable BlockEntity?, tool: ItemStack, includeDrops: Boolean, dropExp: Boolean)
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open fun playerWillDestroy(level: Level, pos: BlockPos, state: BlockState, player: Player): BlockState
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open fun popExperience(level: ServerLevel, pos: BlockPos, amount: Int)
open fun popExperience(level: ServerLevel, pos: BlockPos, amount: Int, entity: @Nullable Entity?)
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open fun properties(): BlockBehaviour.Properties
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open fun requiredFeatures(): FeatureFlagSet
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open fun setPlacedBy(level: Level, pos: BlockPos, state: BlockState, placer: @Nullable LivingEntity?, stack: ItemStack)
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open fun stepOn(level: Level, pos: BlockPos, state: BlockState, entity: Entity)
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open fun updateEntityMovementAfterFallOn(level: BlockGetter, entity: Entity)
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open fun wasExploded(level: ServerLevel, pos: BlockPos, explosion: Explosion)
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fun withPropertiesOf(state: BlockState): BlockState