Record Player Block
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 appendHoverText(p0: ItemStack, @Nullable p1: BlockGetter?, p2: MutableList<Component>, p3: TooltipFlag)
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open fun canBeHydrated(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: FluidState, p4: BlockPos): 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 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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@Nullable
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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
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@Nullable
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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 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 getFriction(p0: BlockState, p1: LevelReader, p2: BlockPos, @Nullable p3: @Nullable Entity?): Float
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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 getSoundType(p0: BlockState, p1: LevelReader, p2: BlockPos, @Nullable p3: @Nullable Entity?): SoundType
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@Nullable
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open fun getVisualShape(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: CollisionContext): VoxelShape
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open fun hidesNeighborFace(p0: BlockGetter, p1: BlockPos, p2: BlockState, p3: BlockState, p4: Direction): Boolean
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open fun isPathfindable(p0: BlockState, p1: BlockGetter, p2: BlockPos, p3: PathComputationType): 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 neighborChanged(p0: BlockState, p1: Level, p2: BlockPos, p3: Block, p4: BlockPos, p5: Boolean)
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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 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 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 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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