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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@Nullable
open fun getMenuProvider(state: BlockState?, level: Level?, pos: BlockPos?): MenuProvider?
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@Nullable
open fun getStateForPlacement(context: BlockPlaceContext?): 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?, @Nullable blockEntity: BlockEntity?, tool: ItemStack?)
open fun playerDestroy(level: Level?, player: Player?, pos: BlockPos?, state: BlockState?, @Nullable blockEntity: 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, @Nullable entity: 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?, @Nullable placer: 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?