Wall Crown Block
A crown placed on the wall.
Inherited properties
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Functions
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protected VoxelShape getOutlineShape(BlockState state, BlockView world, BlockPos pos, ShapeContext context)
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Inherited functions
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public Boolean addLandingEffects(BlockState state1, ServerWorld level, BlockPos pos, BlockState state2, LivingEntity entity, Integer numberOfParticles)
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public Unit afterBreak(World world, PlayerEntity player, BlockPos pos, BlockState state, @Nullable() BlockEntity blockEntity, ItemStack tool)
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public Unit appendTooltip(ItemStack stack, Item.TooltipContext context, List<Text> tooltip, TooltipType options)
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protected Float calcBlockBreakingDelta(BlockState state, PlayerEntity player, BlockView world, BlockPos pos)
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public Boolean canBeHydrated(BlockState state, BlockView getter, BlockPos pos, FluidState fluid, BlockPos fluidPos)
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public Boolean canConnectRedstone(BlockState state, BlockView level, BlockPos pos, @Nullable() @Nullable() Direction direction)
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public Boolean canDropFromExplosion(BlockState state, BlockView level, BlockPos pos, Explosion explosion)
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public Boolean canHarvestBlock(BlockState state, BlockView level, BlockPos pos, PlayerEntity player)
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public Boolean canSustainPlant(BlockState state, BlockView world, BlockPos pos, Direction facing, IPlantable plantable)
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public Boolean collisionExtendsVertically(BlockState state, BlockView level, BlockPos pos, Entity collidingEntity)
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@Nullable()
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protected Unit dropExperienceWhenMined(ServerWorld world, BlockPos pos, ItemStack tool, IntProvider experience)
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@Nullable()
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public BlockState getAppearance(BlockState state, BlockRenderView level, BlockPos pos, Direction side, @Nullable() @Nullable() BlockState queryState, @Nullable() @Nullable() BlockPos queryPos)
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@Nullable()
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@Nullable()
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protected VoxelShape getCameraCollisionShape(BlockState state, BlockView world, BlockPos pos, ShapeContext context)
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public ItemStack getCloneItemStack(BlockState state, HitResult target, WorldView level, BlockPos pos, PlayerEntity player)
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protected VoxelShape getCollisionShape(BlockState state, BlockView world, BlockPos pos, ShapeContext context)
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protected List<ItemStack> getDroppedStacks(BlockState state, LootContextParameterSet.Builder builder)
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public Integer getExpDrop(BlockState state, WorldView level, Random randomSource, BlockPos pos, Integer fortuneLevel, Integer silkTouchLevel)
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public Float getExplosionResistance(BlockState state, BlockView level, BlockPos pos, Explosion explosion)
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public Integer getFireSpreadSpeed(BlockState state, BlockView level, BlockPos pos, Direction direction)
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public Integer getFlammability(BlockState state, BlockView level, BlockPos pos, Direction direction)
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public Float getFriction(BlockState state, WorldView level, BlockPos pos, @Nullable() @Nullable() Entity entity)
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public Optional<Vec3d> getRespawnPosition(BlockState state, EntityType<?> type, WorldView levelReader, BlockPos pos, Float orientation, @Nullable() @Nullable() LivingEntity entity)
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protected ImmutableMap<BlockState, VoxelShape> getShapesForStates(Function<BlockState, VoxelShape> stateToShape)
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public BlockSoundGroup getSoundType(BlockState state, WorldView level, BlockPos pos, @Nullable() Entity entity)
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public BlockState getStateAtViewpoint(BlockState state, BlockView level, BlockPos pos, Vec3d viewpoint)
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protected BlockState getStateForNeighborUpdate(BlockState state, Direction direction, BlockState neighborState, WorldAccess world, BlockPos pos, BlockPos neighborPos)
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protected Integer getStrongRedstonePower(BlockState state, BlockView world, BlockPos pos, Direction direction)
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@Nullable()
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protected Integer getWeakRedstonePower(BlockState state, BlockView world, BlockPos pos, Direction direction)
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public Boolean hidesNeighborFace(BlockView level, BlockPos pos, BlockState state, BlockState neighborState, Direction dir)
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public Boolean isValidSpawn(BlockState state, BlockView level, BlockPos pos, SpawnLocation type, EntityType<?> entityType)
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public Boolean makesOpenTrapdoorAboveClimbable(BlockState state, WorldView level, BlockPos pos, BlockState trapdoorState)
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protected Unit neighborUpdate(BlockState state, World world, BlockPos pos, Block sourceBlock, BlockPos sourcePos, Boolean notify)
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protected Unit onBlockAdded(BlockState state, World world, BlockPos pos, BlockState oldState, Boolean notify)
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public Unit onBlockStateChange(WorldView level, BlockPos pos, BlockState oldState, BlockState newState)
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public Unit onCaughtFire(BlockState state, World level, BlockPos pos, @Nullable() @Nullable() Direction direction, @Nullable() @Nullable() LivingEntity igniter)
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public Boolean onDestroyedByPlayer(BlockState state, World level, BlockPos pos, PlayerEntity player, Boolean willHarvest, FluidState fluid)
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protected Unit onExploded(BlockState state, World world, BlockPos pos, Explosion explosion, BiConsumer<ItemStack, BlockPos> stackMerger)
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public Unit onLandedUpon(World world, BlockState state, BlockPos pos, Entity entity, Float fallDistance)
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public Unit onPlaced(World world, BlockPos pos, BlockState state, @Nullable() LivingEntity placer, ItemStack itemStack)
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protected Unit onProjectileHit(World world, BlockState state, BlockHitResult hit, ProjectileEntity projectile)
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protected Unit onStacksDropped(BlockState state, ServerWorld world, BlockPos pos, ItemStack tool, Boolean dropExperience)
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protected Unit onStateReplaced(BlockState state, World world, BlockPos pos, BlockState newState, Boolean moved)
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protected Boolean onSyncedBlockEvent(BlockState state, World world, BlockPos pos, Integer type, Integer data)
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public Boolean onTreeGrow(BlockState state, WorldView level, BiConsumer<BlockPos, BlockState> placeFunction, Random randomSource, BlockPos pos, TreeFeatureConfig config)
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protected ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, BlockHitResult hit)
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protected ItemActionResult onUseWithItem(ItemStack stack, BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit)
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public Unit precipitationTick(BlockState state, World world, BlockPos pos, Biome.Precipitation precipitation)
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protected Unit prepare(BlockState state, WorldAccess world, BlockPos pos, Integer flags, Integer maxUpdateDepth)
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public BlockState rotate(BlockState state, WorldAccess level, BlockPos pos, BlockRotation direction)
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public Unit setBedOccupied(BlockState state, World level, BlockPos pos, LivingEntity sleeper, Boolean occupied)
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public Boolean shouldCheckWeakPower(BlockState state, RedstoneView level, BlockPos pos, Direction side)
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public Boolean shouldDisplayFluidOverlay(BlockState state, BlockRenderView level, BlockPos pos, FluidState fluidState)
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protected Unit spawnBreakParticles(World world, PlayerEntity player, BlockPos pos, BlockState state)
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