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