RecordEtcherBlock

class RecordEtcherBlock(properties: BlockBehaviour.Properties) : Block, EntityBlock

Constructors

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constructor(properties: BlockBehaviour.Properties)

Functions

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open fun addLandingEffects(p0: BlockState, p1: ServerLevel, p2: BlockPos, p3: BlockState, p4: LivingEntity, p5: Int): Boolean
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open fun addRunningEffects(p0: BlockState, p1: Level, p2: BlockPos, p3: Entity): Boolean
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open fun animateTick(p0: BlockState, p1: Level, p2: BlockPos, p3: RandomSource)
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open fun appendHoverText(p0: ItemStack, @Nullable p1: BlockGetter?, p2: MutableList<Component>, p3: TooltipFlag)
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open override fun asItem(): Item
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open fun attack(p0: BlockState, p1: Level, p2: BlockPos, p3: Player)
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open fun builtInRegistryHolder(): Holder.Reference<Block>
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open fun canBeHydrated(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: FluidState, p4: BlockPos): Boolean
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open fun canBeReplaced(p0: BlockState, p1: BlockPlaceContext): Boolean
open fun canBeReplaced(p0: BlockState, p1: Fluid): Boolean
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open fun canConnectRedstone(p0: BlockState, p1: BlockGetter, p2: BlockPos, @Nullable p3: @Nullable Direction?): Boolean
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open fun canDropFromExplosion(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Explosion): Boolean
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open fun canEntityDestroy(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Entity): Boolean
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open fun canHarvestBlock(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Player): Boolean
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open fun canStickTo(p0: BlockState, p1: BlockState): Boolean
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open fun canSurvive(p0: BlockState, p1: LevelReader, p2: BlockPos): Boolean
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open override fun canSustainPlant(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction, p4: IPlantable): Boolean
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open fun collisionExtendsVertically(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Entity): Boolean
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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 entityInside(p0: BlockState, p1: Level, p2: BlockPos, p3: Entity)
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open fun fallOn(p0: Level, p1: BlockState, p2: BlockPos, p3: Entity, p4: Float)
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@Nullable
open fun getAdjacentBlockPathType(p0: BlockState, p1: BlockGetter, p2: BlockPos, @Nullable p3: @Nullable Mob?, p4: BlockPathTypes): @Nullable BlockPathTypes?
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open fun getAnalogOutputSignal(p0: BlockState, p1: Level, p2: BlockPos): Int
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open fun getAppearance(p0: BlockState, p1: BlockAndTintGetter, p2: BlockPos, p3: Direction, @Nullable p4: @Nullable BlockState?, @Nullable p5: @Nullable BlockPos?): BlockState
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@Nullable
open fun getBeaconColorMultiplier(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: BlockPos): FloatArray
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open fun getBedDirection(p0: BlockState, p1: LevelReader, p2: BlockPos): Direction
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@Nullable
open fun getBlockPathType(p0: BlockState, p1: BlockGetter, p2: BlockPos, @Nullable p3: @Nullable Mob?): @Nullable BlockPathTypes?
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open fun getBlockSupportShape(p0: BlockState, p1: BlockGetter, p2: BlockPos): VoxelShape
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open fun getCloneItemStack(p0: BlockGetter, p1: BlockPos, p2: BlockState): ItemStack
open fun getCloneItemStack(p0: BlockState, p1: HitResult, p2: BlockGetter, p3: BlockPos, p4: Player): ItemStack
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open fun getCollisionShape(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: CollisionContext): VoxelShape
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open fun getDestroyProgress(p0: BlockState, p1: Player, p2: BlockGetter, p3: BlockPos): Float
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open fun getDirectSignal(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction): Int
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open fun getDrops(p0: BlockState, p1: LootParams.Builder): MutableList<ItemStack>
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open fun getEnchantPowerBonus(p0: BlockState, p1: LevelReader, p2: BlockPos): Float
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open fun getExpDrop(p0: BlockState, p1: LevelReader, p2: RandomSource, p3: BlockPos, p4: Int, p5: Int): Int
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open fun getExplosionResistance(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Explosion): Float
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open fun getFireSpreadSpeed(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction): Int
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open fun getFlammability(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction): Int
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open fun getFluidState(p0: BlockState): FluidState
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open fun getFriction(): Float
open fun getFriction(p0: BlockState, p1: LevelReader, p2: BlockPos, @Nullable p3: @Nullable Entity?): Float
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open fun getInteractionShape(p0: BlockState, p1: BlockGetter, p2: BlockPos): VoxelShape
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open fun getJumpFactor(): Float
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open fun getLightBlock(p0: BlockState, p1: BlockGetter, p2: BlockPos): Int
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open fun getLightEmission(p0: BlockState, p1: BlockGetter, p2: BlockPos): Int
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open fun <T : BlockEntity> getListener(p0: ServerLevel, p1: T): GameEventListener?
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fun getLootTable(): ResourceLocation
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open fun getMapColor(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: MapColor): MapColor
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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 getOcclusionShape(p0: BlockState, p1: BlockGetter, p2: BlockPos): VoxelShape
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@Nullable
open fun getPistonPushReaction(p0: BlockState): @Nullable PushReaction?
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open fun getRenderShape(p0: BlockState): RenderShape
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open fun getRespawnPosition(p0: BlockState, p1: EntityType<*>, p2: LevelReader, p3: BlockPos, p4: Float, @Nullable p5: @Nullable LivingEntity?): Optional<Vec3>
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open fun getSeed(p0: BlockState, p1: BlockPos): Long
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open fun getShadeBrightness(p0: BlockState, p1: BlockGetter, p2: BlockPos): Float
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open fun getShape(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: CollisionContext): VoxelShape
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open fun getSignal(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction): Int
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open fun getSoundType(p0: BlockState): SoundType
open fun getSoundType(p0: BlockState, p1: LevelReader, p2: BlockPos, @Nullable p3: @Nullable Entity?): SoundType
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open fun getSpeedFactor(): Float
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open fun getStateAtViewpoint(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Vec3): BlockState
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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 <T : BlockEntity> getTicker(p0: Level, p1: BlockState, p2: BlockEntityType<T>): BlockEntityTicker<T>?
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@Nullable
open fun getToolModifiedState(p0: BlockState, p1: UseOnContext, p2: ToolAction, p3: Boolean): @Nullable BlockState?
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open fun getVisualShape(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: CollisionContext): VoxelShape
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open fun getWeakChanges(p0: BlockState, p1: LevelReader, p2: BlockPos): Boolean
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open fun handlePrecipitation(p0: BlockState, p1: Level, p2: BlockPos, p3: Biome.Precipitation)
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open fun hasAnalogOutputSignal(p0: BlockState): Boolean
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open fun hidesNeighborFace(p0: BlockGetter, p1: BlockPos, p2: BlockState, p3: BlockState, p4: Direction): Boolean
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open fun initializeClient(p0: Consumer<IClientBlockExtensions>)
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open fun isBed(p0: BlockState, p1: BlockGetter, p2: BlockPos, @Nullable p3: @Nullable Entity?): Boolean
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open fun isBurning(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun isCollisionShapeFullBlock(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun isConduitFrame(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: BlockPos): Boolean
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open fun isEnabled(p0: FeatureFlagSet): Boolean
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open fun isFertile(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun isFireSource(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: Direction): Boolean
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open fun isFlammable(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: Direction): Boolean
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open fun isLadder(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: LivingEntity): Boolean
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open fun isOcclusionShapeFullBlock(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun isPathfindable(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: PathComputationType): Boolean
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open fun isPortalFrame(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun isPossibleToRespawnInThis(p0: BlockState): Boolean
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open fun isRandomlyTicking(p0: BlockState): Boolean
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open fun isScaffolding(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: LivingEntity): Boolean
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open fun isSignalSource(p0: BlockState): Boolean
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open fun isSlimeBlock(p0: BlockState): Boolean
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open fun isStickyBlock(p0: BlockState): Boolean
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open fun isValidSpawn(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: SpawnPlacements.Type, p4: EntityType<*>): Boolean
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open fun makesOpenTrapdoorAboveClimbable(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: BlockState): Boolean
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open fun mirror(p0: BlockState, p1: Mirror): BlockState
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open fun neighborChanged(p0: BlockState, p1: Level, p2: BlockPos, p3: Block, p4: BlockPos, p5: Boolean)
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open override fun newBlockEntity(pos: BlockPos, state: BlockState): BlockEntity
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open fun onBlockExploded(p0: BlockState, p1: Level, p2: BlockPos, p3: Explosion)
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open fun onBlockStateChange(p0: LevelReader, p1: BlockPos, p2: BlockState, p3: BlockState)
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open fun onCaughtFire(p0: BlockState, p1: Level, p2: BlockPos, @Nullable p3: @Nullable Direction?, @Nullable p4: @Nullable LivingEntity?)
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open fun onDestroyedByPlayer(p0: BlockState, p1: Level, p2: BlockPos, p3: Player, p4: Boolean, p5: FluidState): Boolean
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open fun onNeighborChange(p0: BlockState, p1: LevelReader, p2: BlockPos, p3: BlockPos)
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open fun onPlace(p0: BlockState, p1: Level, p2: BlockPos, p3: BlockState, p4: Boolean)
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open fun onProjectileHit(p0: Level, p1: BlockState, p2: BlockHitResult, p3: Projectile)
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open fun onRemove(p0: BlockState, p1: Level, p2: BlockPos, p3: BlockState, p4: Boolean)
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open fun onTreeGrow(p0: BlockState, p1: LevelReader, p2: BiConsumer<BlockPos, BlockState>, p3: RandomSource, p4: BlockPos, p5: TreeConfiguration): Boolean
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open fun playerDestroy(p0: Level, p1: Player, p2: BlockPos, p3: BlockState, @Nullable p4: BlockEntity?, p5: ItemStack)
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open fun playerWillDestroy(p0: Level, p1: BlockPos, p2: BlockState, p3: Player)
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open fun popExperience(p0: ServerLevel, p1: BlockPos, p2: Int)
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open fun propagatesSkylightDown(p0: BlockState, p1: BlockGetter, p2: BlockPos): Boolean
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open fun randomTick(p0: BlockState, p1: ServerLevel, p2: BlockPos, p3: RandomSource)
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open override fun requiredFeatures(): FeatureFlagSet
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open fun rotate(p0: BlockState, p1: Rotation): BlockState
open fun rotate(p0: BlockState, p1: LevelAccessor, p2: BlockPos, p3: Rotation): BlockState
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open fun setBedOccupied(p0: BlockState, p1: Level, p2: BlockPos, p3: LivingEntity, p4: Boolean)
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open fun setPlacedBy(p0: Level, p1: BlockPos, p2: BlockState, @Nullable p3: LivingEntity?, p4: ItemStack)
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open fun shouldCheckWeakPower(p0: BlockState, p1: SignalGetter, p2: BlockPos, p3: Direction): Boolean
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open fun shouldDisplayFluidOverlay(p0: BlockState, p1: BlockAndTintGetter, p2: BlockPos, p3: FluidState): Boolean
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open fun skipRendering(p0: BlockState, p1: BlockState, p2: Direction): Boolean
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open fun spawnAfterBreak(p0: BlockState, p1: ServerLevel, p2: BlockPos, p3: ItemStack, p4: Boolean)
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open fun stepOn(p0: Level, p1: BlockPos, p2: BlockState, p3: Entity)
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open fun supportsExternalFaceHiding(p0: BlockState): Boolean
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open fun tick(p0: BlockState, p1: ServerLevel, p2: BlockPos, p3: RandomSource)
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open override fun toString(): String
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open fun triggerEvent(p0: BlockState, p1: Level, p2: BlockPos, p3: Int, p4: Int): Boolean
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open fun updateEntityAfterFallOn(p0: BlockGetter, p1: Entity)
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open fun updateIndirectNeighbourShapes(p0: BlockState, p1: LevelAccessor, p2: BlockPos, p3: Int, p4: Int)
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open fun updateShape(p0: BlockState, p1: Direction, p2: BlockState, p3: LevelAccessor, p4: BlockPos, p5: BlockPos): BlockState
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open override fun use(state: BlockState, level: Level, pos: BlockPos, player: Player, hand: InteractionHand, hit: BlockHitResult): InteractionResult
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open fun useShapeForLightOcclusion(p0: BlockState): Boolean
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open fun wasExploded(p0: Level, p1: BlockPos, p2: Explosion)
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fun withPropertiesOf(p0: BlockState): BlockState