Вопрос KillAura Expensive 3.1

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Перед прочтением основного контента ниже, пожалуйста, обратите внимание на обновление внутри секции Майна на нашем форуме. У нас появились:

  • бесплатные читы для Майнкрафт — любое использование на свой страх и риск;
  • маркетплейс Майнкрафт — абсолютно любая коммерция, связанная с игрой, за исключением продажи читов (аккаунты, предоставления услуг, поиск кодеров читов и так далее);
  • приватные читы для Minecraft — в этом разделе только платные хаки для игры, покупайте группу "Продавец" и выставляйте на продажу свой софт;
  • обсуждения и гайды — всё тот же раздел с вопросами, но теперь модернизированный: поиск нужных хаков, пати с игроками-читерами и другая полезная информация.

Спасибо!

Скажите пожалуйста где взять нормальную KillAura, под Expensive 3.1, буду очень благоларен, если что есть писать в лс, то мой дс malfoy1 ,я конечно понимаю что просто так мне это некто не даст, но хоть что то
 
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Скажите пожалуйста где взять нормальную KillAura, под Expensive 3.1, буду очень благоларен, если что есть писать в лс, то мой дс malfoy1 ,я конечно понимаю что просто так мне это некто не даст, но хоть что то
сам сделай
 
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Скажите пожалуйста где взять нормальную KillAura, под Expensive 3.1, буду очень благоларен, если что есть писать в лс, то мой дс malfoy1 ,я конечно понимаю что просто так мне это некто не даст, но хоть что то
что за глупые вопросы канешна нада к чат гпт он же тебе такой топовый код сделает который будет абхадить сервера с покупным креативом кайфуй
 
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Кто может помочь, кто может научить коддингу что куда, помогите пожалуйста как сделать что-то спастить, дс - s.e.n.a.t.o.r.system, не могу сделать килку, и расшифровать файл
 
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Кто может помочь, кто может научить коддингу что куда, помогите пожалуйста как сделать что-то спастить, дс - s.e.n.a.t.o.r.system, не могу сделать килку, и расшифровать файл
Зач тему апнуль
 
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Кто может помочь написать АБ под холик фт, я ток начинающий пастер и не могу понять, смотрел видео с гайдами, но всё не то, кто вообще может в месте со мной помогать писать свой чит ds - s.e.n.a.t.o.r.system
 
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1728730640357.pngпомогите как зафиксить код
package net.minecraft.block;

import com.google.common.collect.ImmutableMap;
import com.mojang.serialization.MapCodec;
import im.expensive.Expensive;
import im.expensive.functions.api.FunctionRegistry;
import im.expensive.functions.impl.misc.AntiPush;
import im.expensive.functions.impl.player.AutoTool;
import net.minecraft.block.material.Material;
import net.minecraft.block.material.MaterialColor;
import net.minecraft.block.material.PushReaction;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityType;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.projectile.ProjectileEntity;
import net.minecraft.fluid.Fluid;
import net.minecraft.fluid.FluidState;
import net.minecraft.fluid.Fluids;
import net.minecraft.inventory.container.INamedContainerProvider;
import net.minecraft.item.BlockItemUseContext;
import net.minecraft.item.DyeColor;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.loot.*;
import net.minecraft.network.DebugPacketSender;
import net.minecraft.pathfinding.PathType;
import net.minecraft.state.Property;
import net.minecraft.state.StateHolder;
import net.minecraft.tags.FluidTags;
import net.minecraft.tags.ITag;
import net.minecraft.util.*;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.util.math.shapes.VoxelShapes;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraft.util.registry.Registry;
import net.minecraft.world.*;
import net.minecraft.world.server.ServerWorld;

import javax.annotation.Nullable;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import java.util.Random;
import java.util.function.Function;
import java.util.function.Predicate;
import java.util.function.ToIntFunction;

public abstract class AbstractBlock {
protected static final Direction[] UPDATE_ORDER = new Direction[]{Direction.WEST, Direction.EAST, Direction.NORTH, Direction.SOUTH, Direction.DOWN, Direction.UP};
protected final Material material;
protected final boolean canCollide;
protected final float blastResistance;

/**
* Flags whether or not this block is of a type that needs random ticking. Ref-counted by ExtendedBlockStorage in
* order to broadly cull a chunk from the random chunk update list for efficiency's sake.
*/
protected final boolean ticksRandomly;
protected final SoundType soundType;

/**
* Determines how much velocity is maintained while moving on top of this block
*/
public final float slipperiness;
protected final float speedFactor;
protected final float jumpFactor;
protected final boolean variableOpacity;
protected final Properties properties;
nullable
protected ResourceLocation lootTable;

public AbstractBlock(Properties properties) {
this.material = properties.material;
this.canCollide = properties.blocksMovement;
this.lootTable = properties.lootTable;
this.blastResistance = properties.resistance;
this.ticksRandomly = properties.ticksRandomly;
this.soundType = properties.soundType;
this.slipperiness = properties.slipperiness;
this.speedFactor = properties.speedFactor;
this.jumpFactor = properties.jumpFactor;
this.variableOpacity = properties.variableOpacity;
this.properties = properties;
}

@Deprecated

/**
* performs updates on diagonal neighbors of the target position and passes in the flags. The flags can be
* referenced from the docs for {@link IWorldWriter#setBlockState(IBlockState, BlockPos, int)}.
*/
public void updateDiagonalNeighbors(BlockState state, IWorld worldIn, BlockPos pos, int flags, int recursionLeft) {
}

@Deprecated
public boolean allowsMovement(BlockState state, IBlockReader worldIn, BlockPos pos, PathType type) {
switch (type) {
case LAND:
return !state.hasOpaqueCollisionShape(worldIn, pos);

case WATER:
return worldIn.getFluidState(pos).isTagged(FluidTags.WATER);

case AIR:
return !state.hasOpaqueCollisionShape(worldIn, pos);

default:
return false;
}
}

@Deprecated

/**
* Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
* For example, fences make their connections to the passed in state if possible, and wet concrete powder
* immediately returns its solidified counterpart.
* Note that this method should ideally consider only the specific face passed in.
*/
public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
return stateIn;
}

@Deprecated
public boolean isSideInvisible(BlockState state, BlockState adjacentBlockState, Direction side) {
return false;
}

@Deprecated
public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) {
DebugPacketSender.func_218806_a(worldIn, pos);
}

@Deprecated
public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
}

@Deprecated
public void onReplaced(BlockState state, World worldIn, BlockPos pos, BlockState newState, boolean isMoving) {
if (this.isTileEntityProvider() && !state.isIn(newState.getBlock())) {
worldIn.removeTileEntity(pos);
}
}

@Deprecated
public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit) {
return ActionResultType.PASS;
}

@Deprecated

/**
* Called on server when World#addBlockEvent is called. If server returns true, then also called on the client. On
* the Server, this may perform additional changes to the world, like pistons replacing the block with an extended
* base. On the client, the update may involve replacing tile entities or effects such as sounds or particles
* @deprecated call via {@link IBlockState#onBlockEventReceived(World, BlockPos, int, int)} whenever possible.
* Implementing/overriding is fine.
*/
public boolean eventReceived(BlockState state, World worldIn, BlockPos pos, int id, int param) {
return false;
}

@Deprecated

/**
* The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only,
* LIQUID for vanilla liquids, INVISIBLE to skip all rendering
* @deprecated call via {@link IBlockState#getRenderType()} whenever possible. Implementing/overriding is fine.
*/
public BlockRenderType getRenderType(BlockState state) {
return BlockRenderType.MODEL;
}

@Deprecated
public boolean isTransparent(BlockState state) {
return false;
}

@Deprecated

/**
* Can this block provide power. Only wire currently seems to have this change based on its state.
* @deprecated call via {@link IBlockState#canProvidePower()} whenever possible. Implementing/overriding is fine.
*/
public boolean canProvidePower(BlockState state) {
return false;
}

@Deprecated

/**
* @deprecated call via {@link IBlockState#getMobilityFlag()} whenever possible. Implementing/overriding is fine.
*/
public PushReaction getPushReaction(BlockState state) {
return this.material.getPushReaction();
}

@Deprecated
public FluidState getFluidState(BlockState state) {
return Fluids.EMPTY.getDefaultState();
}

@Deprecated

/**
* @deprecated call via {@link IBlockState#hasComparatorInputOverride()} whenever possible. Implementing/overriding
* is fine.
*/
public boolean hasComparatorInputOverride(BlockState state) {
return false;
}

/**
* Get the OffsetType for this Block. Determines if the model is rendered slightly offset.
*/
public OffsetType getOffsetType() {
return OffsetType.NONE;
}

@Deprecated

/**
* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
* blockstate.
* @deprecated call via {@link IBlockState#withRotation(Rotation)} whenever possible. Implementing/overriding is
* fine.
*/
public BlockState rotate(BlockState state, Rotation rot) {
return state;
}

@Deprecated

/**
* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
* blockstate.
* @deprecated call via {@link IBlockState#withMirror(Mirror)} whenever possible. Implementing/overriding is fine.
*/
public BlockState mirror(BlockState state, Mirror mirrorIn) {
return state;
}

@Deprecated
public boolean isReplaceable(BlockState state, BlockItemUseContext useContext) {
return this.material.isReplaceable() && (useContext.getItem().isEmpty() || useContext.getItem().getItem() != this.asItem());
}

@Deprecated
public boolean isReplaceable(BlockState state, Fluid fluid) {
return this.material.isReplaceable() || !this.material.isSolid();
}

@Deprecated
public List<ItemStack> getDrops(BlockState state, LootContext.Builder builder) {
ResourceLocation resourcelocation = this.getLootTable();

if (resourcelocation == LootTables.EMPTY) {
return Collections.emptyList();
} else {
LootContext lootcontext = builder.withParameter(LootParameters.BLOCK_STATE, state).build(LootParameterSets.BLOCK);
ServerWorld serverworld = lootcontext.getWorld();
LootTable loottable = serverworld.getServer().getLootTableManager().getLootTableFromLocation(resourcelocation);
return loottable.generate(lootcontext);
}
}

@Deprecated

/**
* Return a random long to be passed to {@link IBakedModel#getQuads}, used for random model rotations
*/
public long getPositionRandom(BlockState state, BlockPos pos) {
return MathHelper.getPositionRandom(pos);
}

@Deprecated
public VoxelShape getRenderShape(BlockState state, IBlockReader worldIn, BlockPos pos) {
return state.getShape(worldIn, pos);
}

@Deprecated
public VoxelShape getCollisionShape(BlockState state, IBlockReader reader, BlockPos pos) {
return this.getCollisionShape(state, reader, pos, ISelectionContext.dummy());
}

@Deprecated
public VoxelShape getRaytraceShape(BlockState state, IBlockReader worldIn, BlockPos pos) {
return VoxelShapes.empty();
}

@Deprecated
public int getOpacity(BlockState state, IBlockReader worldIn, BlockPos pos) {
if (state.isOpaqueCube(worldIn, pos)) {
return worldIn.getMaxLightLevel();
} else {
return state.propagatesSkylightDown(worldIn, pos) ? 0 : 1;
}
}

nullable
@Deprecated
public INamedContainerProvider getContainer(BlockState state, World worldIn, BlockPos pos) {
return null;
}

@Deprecated
public boolean isValidPosition(BlockState state, IWorldReader worldIn, BlockPos pos) {
return true;
}

@Deprecated
public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) {
return state.hasOpaqueCollisionShape(worldIn, pos) ? 0.2F : 1.0F;
}

@Deprecated

/**
* @deprecated call via {@link IBlockState#getComparatorInputOverride(World, BlockPos)} whenever possible.
* Implementing/overriding is fine.
*/
public int getComparatorInputOverride(BlockState blockState, World worldIn, BlockPos pos) {
return 0;
}

@Deprecated
public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
return VoxelShapes.fullCube();
}

@Deprecated
public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
return this.canCollide ? state.getShape(worldIn, pos) : VoxelShapes.empty();
}

@Deprecated
public VoxelShape getRayTraceShape(BlockState state, IBlockReader reader, BlockPos pos, ISelectionContext context) {
return this.getCollisionShape(state, reader, pos, context);
}

@Deprecated

/**
* Performs a random tick on a block.
*/
public void randomTick(BlockState state, ServerWorld worldIn, BlockPos pos, Random random) {
this.tick(state, worldIn, pos, random);
}

@Deprecated
public void tick(BlockState state, ServerWorld worldIn, BlockPos pos, Random rand) {
}

@Deprecated

/**
* Get the hardness of this Block relative to the ability of the given player
* @deprecated call via {@link IBlockState#getPlayerRelativeBlockHardness(EntityPlayer, World, BlockPos)} whenever
* possible. Implementing/overriding is fine.
*/
public float getPlayerRelativeBlockHardness(BlockState state, PlayerEntity player, IBlockReader worldIn, BlockPos pos) {
float f = state.getBlockHardness(worldIn, pos);

if (f == -1.0F) {
return 0.0F;
} else {
AutoTool autoTool = Expensive.getInstance().getFunctionRegistry().getAutoTool();

int i = player.func_234569_d_(state) ? 30 : 100;
return (autoTool.isState() && autoTool.silent.get() && autoTool.itemIndex != -1 ? player.getDigSpeed(state, Minecraft.getInstance().player.inventory.getStackInSlot(autoTool.itemIndex), autoTool.itemIndex) : player.getDigSpeed(state)) / f / (float) i;
}
}

@Deprecated

/**
* Perform side-effects from block dropping, such as creating silverfish
*/
public void spawnAdditionalDrops(BlockState state, ServerWorld worldIn, BlockPos pos, ItemStack stack) {
}

@Deprecated
public void onBlockClicked(BlockState state, World worldIn, BlockPos pos, PlayerEntity player) {
}

@Deprecated

/**
* @deprecated call via {@link IBlockState#getWeakPower(IBlockAccess, BlockPos, EnumFacing)} whenever possible.
* Implementing/overriding is fine.
*/
public int getWeakPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side) {
return 0;
}

@Deprecated
public void onEntityCollision(BlockState state, World worldIn, BlockPos pos, Entity entityIn) {
}

@Deprecated

/**
* @deprecated call via {@link IBlockState#getStrongPower(IBlockAccess, BlockPos, EnumFacing)} whenever possible.
* Implementing/overriding is fine.
*/
public int getStrongPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side) {
return 0;
}

public final boolean isTileEntityProvider() {
return this instanceof ITileEntityProvider;
}

public final ResourceLocation getLootTable() {
if (this.lootTable == null) {
ResourceLocation resourcelocation = Registry.BLOCK.getKey(this.getSelf());
this.lootTable = new ResourceLocation(resourcelocation.getNamespace(), "blocks/" + resourcelocation.getPath());
}

return this.lootTable;
}

@Deprecated
public void onProjectileCollision(World worldIn, BlockState state, BlockRayTraceResult hit, ProjectileEntity projectile) {
}

public abstract Item asItem();

protected abstract Block getSelf();

public MaterialColor getMaterialColor() {
return this.properties.blockColors.apply(this.getSelf().getDefaultState());
}

public abstract static class AbstractBlockState extends StateHolder<Block, BlockState> {
private final int lightLevel;
private final boolean transparent;
private final boolean isAir;
private final Material material;
private final MaterialColor materialColor;
private final float hardness;
private final boolean requiresTool;
private final boolean isSolid;
private final IPositionPredicate isNormalCube;
private final IPositionPredicate blocksVisionChecker;
private final IPositionPredicate blocksVision;
private final IPositionPredicate needsPostProcessing;
private final IPositionPredicate emissiveRendering;
nullable
protected AbstractBlock.AbstractBlockState.Cache cache;

protected AbstractBlockState(Block block, ImmutableMap<Property<?>, Comparable<?>> propertyValueMap, MapCodec<BlockState> stateCodec) {
super(block, propertyValueMap, stateCodec);
Properties abstractblock$properties = block.properties;
this.lightLevel = abstractblock$properties.lightLevel.applyAsInt(this.getSelf());
this.transparent = block.isTransparent(this.getSelf());
this.isAir = abstractblock$properties.isAir;
this.material = abstractblock$properties.material;
this.materialColor = abstractblock$properties.blockColors.apply(this.getSelf());
this.hardness = abstractblock$properties.hardness;
this.requiresTool = abstractblock$properties.requiresTool;
this.isSolid = abstractblock$properties.isSolid;
this.isNormalCube = abstractblock$properties.isOpaque;
this.blocksVisionChecker = abstractblock$properties.suffocates;
this.blocksVision = abstractblock$properties.blocksVision;
this.needsPostProcessing = abstractblock$properties.needsPostProcessing;
this.emissiveRendering = abstractblock$properties.emmissiveRendering;
}

public void cacheState() {
if (!this.getBlock().isVariableOpacity()) {
this.cache = new Cache(this.getSelf());
}
}

public Block getBlock() {
return this.instance;
}

public Material getMaterial() {
return this.material;
}

public boolean canEntitySpawn(IBlockReader worldIn, BlockPos pos, EntityType<?> type) {
return this.getBlock().properties.allowsSpawn.test(this.getSelf(), worldIn, pos, type);
}

public boolean propagatesSkylightDown(IBlockReader worldIn, BlockPos pos) {
return this.cache != null ? this.cache.propagatesSkylightDown : this.getBlock().propagatesSkylightDown(this.getSelf(), worldIn, pos);
}

public int getOpacity(IBlockReader worldIn, BlockPos pos) {
return this.cache != null ? this.cache.opacity : this.getBlock().getOpacity(this.getSelf(), worldIn, pos);
}

public VoxelShape getFaceOcclusionShape(IBlockReader worldIn, BlockPos pos, Direction directionIn) {
return this.cache != null && this.cache.renderShapes != null ? this.cache.renderShapes[directionIn.ordinal()] : VoxelShapes.getFaceShape(this.getRenderShapeTrue(worldIn, pos), directionIn);
}

public VoxelShape getRenderShapeTrue(IBlockReader reader, BlockPos pos) {
return this.getBlock().getRenderShape(this.getSelf(), reader, pos);
}

public boolean isCollisionShapeLargerThanFullBlock() {
return this.cache == null || this.cache.isCollisionShapeLargerThanFullBlock;
}

public boolean isTransparent() {
return this.transparent;
}

public int getLightValue() {
return this.lightLevel;
}

public boolean isAir() {
return this.isAir;
}

public MaterialColor getMaterialColor(IBlockReader worldIn, BlockPos pos) {
return this.materialColor;
}

public BlockState rotate(Rotation rot) {
return this.getBlock().rotate(this.getSelf(), rot);
}

public BlockState mirror(Mirror mirrorIn) {
return this.getBlock().mirror(this.getSelf(), mirrorIn);
}

public BlockRenderType getRenderType() {
return this.getBlock().getRenderType(this.getSelf());
}

public boolean isEmissiveRendering(IBlockReader reader, BlockPos pos) {
return this.emissiveRendering.test(this.getSelf(), reader, pos);
}

public float getAmbientOcclusionLightValue(IBlockReader reader, BlockPos pos) {
return this.getBlock().getAmbientOcclusionLightValue(this.getSelf(), reader, pos);
}

public boolean isNormalCube(IBlockReader reader, BlockPos pos) {
return this.isNormalCube.test(this.getSelf(), reader, pos);
}

public boolean canProvidePower() {
return this.getBlock().canProvidePower(this.getSelf());
}

public int getWeakPower(IBlockReader blockAccess, BlockPos pos, Direction side) {
return this.getBlock().getWeakPower(this.getSelf(), blockAccess, pos, side);
}

public boolean hasComparatorInputOverride() {
return this.getBlock().hasComparatorInputOverride(this.getSelf());
}

public int getComparatorInputOverride(World worldIn, BlockPos pos) {
return this.getBlock().getComparatorInputOverride(this.getSelf(), worldIn, pos);
}

public float getBlockHardness(IBlockReader worldIn, BlockPos pos) {
return this.hardness;
}

public float getPlayerRelativeBlockHardness(PlayerEntity player, IBlockReader worldIn, BlockPos pos) {
return this.getBlock().getPlayerRelativeBlockHardness(this.getSelf(), player, worldIn, pos);
}

public int getStrongPower(IBlockReader blockAccess, BlockPos pos, Direction side) {
return this.getBlock().getStrongPower(this.getSelf(), blockAccess, pos, side);
}

public PushReaction getPushReaction() {
return this.getBlock().getPushReaction(this.getSelf());
}

public boolean isOpaqueCube(IBlockReader worldIn, BlockPos pos) {
if (this.cache != null) {
return this.cache.opaqueCube;
} else {
BlockState blockstate = this.getSelf();
return blockstate.isSolid() ? Block.isOpaque(blockstate.getRenderShapeTrue(worldIn, pos)) : false;
}
}

public boolean isSolid() {
return this.isSolid;
}

public boolean isSideInvisible(BlockState state, Direction face) {
return this.getBlock().isSideInvisible(this.getSelf(), state, face);
}

public VoxelShape getShape(IBlockReader worldIn, BlockPos pos) {
return this.getShape(worldIn, pos, ISelectionContext.dummy());
}

public VoxelShape getShape(IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
return this.getBlock().getShape(this.getSelf(), worldIn, pos, context);
}

public VoxelShape getCollisionShape(IBlockReader worldIn, BlockPos pos) {
return this.cache != null ? this.cache.collisionShape : this.getCollisionShape(worldIn, pos, ISelectionContext.dummy());
}

public VoxelShape getCollisionShape(IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
return this.getBlock().getCollisionShape(this.getSelf(), worldIn, pos, context);
}

public VoxelShape getRenderShape(IBlockReader worldIn, BlockPos pos) {
return this.getBlock().getCollisionShape(this.getSelf(), worldIn, pos);
}

public VoxelShape getRaytraceShape(IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
return this.getBlock().getRayTraceShape(this.getSelf(), worldIn, pos, context);
}

public VoxelShape getRayTraceShape(IBlockReader reader, BlockPos pos) {
return this.getBlock().getRaytraceShape(this.getSelf(), reader, pos);
}

public final boolean canSpawnMobs(IBlockReader reader, BlockPos pos, Entity entity) {
return this.isTopSolid(reader, pos, entity, Direction.UP);
}

public final boolean isTopSolid(IBlockReader reader, BlockPos pos, Entity entityIn, Direction direction) {
return Block.doesSideFillSquare(this.getCollisionShape(reader, pos, ISelectionContext.forEntity(entityIn)), direction);
}

public Vector3d getOffset(IBlockReader access, BlockPos pos) {
OffsetType abstractblock$offsettype = this.getBlock().getOffsetType();

if (abstractblock$offsettype == OffsetType.NONE) {
return Vector3d.ZERO;
} else {
long i = MathHelper.getCoordinateRandom(pos.getX(), 0, pos.getZ());
return new Vector3d(((double) ((float) (i & 15L) / 15.0F) - 0.5D) * 0.5D, abstractblock$offsettype == OffsetType.XYZ ? ((double) ((float) (i >> 4 & 15L) / 15.0F) - 1.0D) * 0.2D : 0.0D, ((double) ((float) (i >> 8 & 15L) / 15.0F) - 0.5D) * 0.5D);
}
}

public boolean receiveBlockEvent(World world, BlockPos pos, int id, int param) {
return this.getBlock().eventReceived(this.getSelf(), world, pos, id, param);
}

public void neighborChanged(World worldIn, BlockPos posIn, Block blockIn, BlockPos fromPosIn, boolean isMoving) {
this.getBlock().neighborChanged(this.getSelf(), worldIn, posIn, blockIn, fromPosIn, isMoving);
}

public final void updateNeighbours(IWorld world, BlockPos pos, int flag) {
this.updateNeighbours(world, pos, flag, 512);
}

public final void updateNeighbours(IWorld world, BlockPos pos, int flag, int recursionLeft) {
this.getBlock();
BlockPos.Mutable blockpos$mutable = new BlockPos.Mutable();

for (Direction direction : AbstractBlock.UPDATE_ORDER) {
blockpos$mutable.setAndMove(pos, direction);
BlockState blockstate = world.getBlockState(blockpos$mutable);
BlockState blockstate1 = blockstate.updatePostPlacement(direction.getOpposite(), this.getSelf(), world, blockpos$mutable, pos);
Block.replaceBlockState(blockstate, blockstate1, world, blockpos$mutable, flag, recursionLeft);
}
}

public final void updateDiagonalNeighbors(IWorld worldIn, BlockPos pos, int flags) {
this.updateDiagonalNeighbors(worldIn, pos, flags, 512);
}

public void updateDiagonalNeighbors(IWorld world, BlockPos pos, int flags, int recursionLeft) {
this.getBlock().updateDiagonalNeighbors(this.getSelf(), world, pos, flags, recursionLeft);
}

public void onBlockAdded(World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
this.getBlock().onBlockAdded(this.getSelf(), worldIn, pos, oldState, isMoving);
}

public void onReplaced(World worldIn, BlockPos pos, BlockState newState, boolean isMoving) {
this.getBlock().onReplaced(this.getSelf(), worldIn, pos, newState, isMoving);
}

public void tick(ServerWorld worldIn, BlockPos posIn, Random randomIn) {
this.getBlock().tick(this.getSelf(), worldIn, posIn, randomIn);
}

public void randomTick(ServerWorld worldIn, BlockPos posIn, Random randomIn) {
this.getBlock().randomTick(this.getSelf(), worldIn, posIn, randomIn);
}

public void onEntityCollision(World worldIn, BlockPos pos, Entity entityIn) {
this.getBlock().onEntityCollision(this.getSelf(), worldIn, pos, entityIn);
}

public void spawnAdditionalDrops(ServerWorld worldIn, BlockPos pos, ItemStack stack) {
this.getBlock().spawnAdditionalDrops(this.getSelf(), worldIn, pos, stack);
}

public List<ItemStack> getDrops(LootContext.Builder builder) {
return this.getBlock().getDrops(this.getSelf(), builder);
}

public ActionResultType onBlockActivated(World worldIn, PlayerEntity player, Hand handIn, BlockRayTraceResult resultIn) {
return this.getBlock().onBlockActivated(this.getSelf(), worldIn, resultIn.getPos(), player, handIn, resultIn);
}

public void onBlockClicked(World worldIn, BlockPos pos, PlayerEntity player) {
this.getBlock().onBlockClicked(this.getSelf(), worldIn, pos, player);
}

public boolean isSuffocating(IBlockReader blockReaderIn, BlockPos blockPosIn) {
return this.blocksVisionChecker.test(this.getSelf(), blockReaderIn, blockPosIn);
}

public boolean causesSuffocation(IBlockReader worldIn, BlockPos pos) {
FunctionRegistry functionRegistry = Expensive.getInstance().getFunctionRegistry();
AntiPush antiPush = functionRegistry.getAntiPush();

if (antiPush.isState()
&& antiPush.getModes().getValueByName("Блоки").get()) {
return false;
}

return this.blocksVision.test(this.getSelf(), worldIn, pos);
}

public BlockState updatePostPlacement(Direction face, BlockState queried, IWorld worldIn, BlockPos currentPos, BlockPos offsetPos) {
return this.getBlock().updatePostPlacement(this.getSelf(), face, queried, worldIn, currentPos, offsetPos);
}

public boolean allowsMovement(IBlockReader worldIn, BlockPos pos, PathType type) {
return this.getBlock().allowsMovement(this.getSelf(), worldIn, pos, type);
}

public boolean isReplaceable(BlockItemUseContext useContext) {
return this.getBlock().isReplaceable(this.getSelf(), useContext);
}

public boolean isReplaceable(Fluid fluidIn) {
return this.getBlock().isReplaceable(this.getSelf(), fluidIn);
}

public boolean isValidPosition(IWorldReader worldIn, BlockPos pos) {
return this.getBlock().isValidPosition(this.getSelf(), worldIn, pos);
}

public boolean blockNeedsPostProcessing(IBlockReader worldIn, BlockPos pos) {
return this.needsPostProcessing.test(this.getSelf(), worldIn, pos);
}

nullable
public INamedContainerProvider getContainer(World worldIn, BlockPos pos) {
return this.getBlock().getContainer(this.getSelf(), worldIn, pos);
}

public boolean isIn(ITag<Block> tag) {
return this.getBlock().isIn(tag);
}

public boolean isInAndMatches(ITag<Block> tag, Predicate<AbstractBlockState> predicate) {
return this.getBlock().isIn(tag) && predicate.test(this);
}

public boolean isIn(Block tagIn) {
return this.getBlock().matchesBlock(tagIn);
}

public FluidState getFluidState() {
return this.getBlock().getFluidState(this.getSelf());
}

public boolean ticksRandomly() {
return this.getBlock().ticksRandomly(this.getSelf());
}

public long getPositionRandom(BlockPos pos) {
return this.getBlock().getPositionRandom(this.getSelf(), pos);
}

public SoundType getSoundType() {
return this.getBlock().getSoundType(this.getSelf());
}

public void onProjectileCollision(World worldIn, BlockState state, BlockRayTraceResult hit, ProjectileEntity projectile) {
this.getBlock().onProjectileCollision(worldIn, state, hit, projectile);
}

public boolean isSolidSide(IBlockReader blockReaderIn, BlockPos blockPosIn, Direction directionIn) {
return this.func_242698_a(blockReaderIn, blockPosIn, directionIn, BlockVoxelShape.FULL);
}

public boolean func_242698_a(IBlockReader blockReader, BlockPos pos, Direction direction, BlockVoxelShape blockVoxelShape) {
return this.cache != null ? this.cache.isSolidSide(direction, blockVoxelShape) : blockVoxelShape.func_241854_a(this.getSelf(), blockReader, pos, direction);
}

public boolean hasOpaqueCollisionShape(IBlockReader reader, BlockPos pos) {
return this.cache != null ? this.cache.opaqueCollisionShape : Block.isOpaque(this.getCollisionShape(reader, pos));
}

protected abstract BlockState getSelf();

public boolean getRequiresTool() {
return this.requiresTool;
}

static final class Cache {
private static final Direction[] DIRECTIONS = Direction.values();
private static final int shapeValueLength = BlockVoxelShape.values().length;
protected final boolean opaqueCube;
private final boolean propagatesSkylightDown;
private final int opacity;
nullable
private final VoxelShape[] renderShapes;
protected final VoxelShape collisionShape;
protected final boolean isCollisionShapeLargerThanFullBlock;
private final boolean[] solidSides;
protected final boolean opaqueCollisionShape;

private Cache(BlockState stateIn) {
Block block = stateIn.getBlock();
this.opaqueCube = stateIn.isOpaqueCube(EmptyBlockReader.INSTANCE, BlockPos.ZERO);
this.propagatesSkylightDown = block.propagatesSkylightDown(stateIn, EmptyBlockReader.INSTANCE, BlockPos.ZERO);
this.opacity = block.getOpacity(stateIn, EmptyBlockReader.INSTANCE, BlockPos.ZERO);

if (!stateIn.isSolid()) {
this.renderShapes = null;
} else {
this.renderShapes = new VoxelShape[DIRECTIONS.length];
VoxelShape voxelshape = block.getRenderShape(stateIn, EmptyBlockReader.INSTANCE, BlockPos.ZERO);

for (Direction direction : DIRECTIONS) {
this.renderShapes[direction.ordinal()] = VoxelShapes.getFaceShape(voxelshape, direction);
}
}

this.collisionShape = block.getCollisionShape(stateIn, EmptyBlockReader.INSTANCE, BlockPos.ZERO, ISelectionContext.dummy());
this.isCollisionShapeLargerThanFullBlock = Arrays.stream(Direction.Axis.values()).anyMatch((axis) ->
{
return this.collisionShape.getStart(axis) < 0.0D || this.collisionShape.getEnd(axis) > 1.0D;
});
this.solidSides = new boolean[DIRECTIONS.length * shapeValueLength];

for (Direction direction1 : DIRECTIONS) {
for (BlockVoxelShape blockvoxelshape : BlockVoxelShape.values()) {
this.solidSides[func_242701_b(direction1, blockvoxelshape)] = blockvoxelshape.func_241854_a(stateIn, EmptyBlockReader.INSTANCE, BlockPos.ZERO, direction1);
}
}

this.opaqueCollisionShape = Block.isOpaque(stateIn.getCollisionShape(EmptyBlockReader.INSTANCE, BlockPos.ZERO));
}

public boolean isSolidSide(Direction direction, BlockVoxelShape blockVoxelShape) {
return this.solidSides[func_242701_b(direction, blockVoxelShape)];
}

private static int func_242701_b(Direction direction, BlockVoxelShape blockVoxelShape) {
return direction.ordinal() * shapeValueLength + blockVoxelShape.ordinal();
}
}
}

public interface IExtendedPositionPredicate<A> {
boolean test(BlockState p_test_1_, IBlockReader p_test_2_, BlockPos p_test_3_, A p_test_4_);
}

public interface IPositionPredicate {
boolean test(BlockState p_test_1_, IBlockReader p_test_2_, BlockPos p_test_3_);
}

public static enum OffsetType {
NONE,
XZ,
XYZ;
}

public static class Properties {
private Material material;
private Function<BlockState, MaterialColor> blockColors;
private boolean blocksMovement = true;
private SoundType soundType = SoundType.STONE;
private ToIntFunction<BlockState> lightLevel = (light) ->
{
return 0;
};
private float resistance;
private float hardness;
private boolean requiresTool;
private boolean ticksRandomly;
private float slipperiness = 0.6F;
private float speedFactor = 1.0F;
private float jumpFactor = 1.0F;
private ResourceLocation lootTable;
private boolean isSolid = true;
private boolean isAir;
private IExtendedPositionPredicate<EntityType<?>> allowsSpawn = (state, reader, pos, entityType) ->
{
return state.isSolidSide(reader, pos, Direction.UP) && state.getLightValue() < 14;
};
private IPositionPredicate isOpaque = (state, reader, pos) ->
{
return state.getMaterial().isOpaque() && state.hasOpaqueCollisionShape(reader, pos);
};
private IPositionPredicate suffocates = (state, reader, pos) ->
{
return this.material.blocksMovement() && state.hasOpaqueCollisionShape(reader, pos);
};
private IPositionPredicate blocksVision = this.suffocates;
private IPositionPredicate needsPostProcessing = (state, reader, pos) ->
{
return false;
};
private IPositionPredicate emmissiveRendering = (state, reader, pos) ->
{
return false;
};
private boolean variableOpacity;

private Properties(Material materialIn, MaterialColor mapColorIn) {
this(materialIn, (state) ->
{
return mapColorIn;
});
}

private Properties(Material material, Function<BlockState, MaterialColor> stateColorFunction) {
this.material = material;
this.blockColors = stateColorFunction;
}

public static Properties create(Material materialIn) {
return create(materialIn, materialIn.getColor());
}

public static Properties create(Material materialIn, DyeColor color) {
return create(materialIn, color.getMapColor());
}

public static Properties create(Material materialIn, MaterialColor mapColorIn) {
return new Properties(materialIn, mapColorIn);
}

public static Properties create(Material material, Function<BlockState, MaterialColor> stateColorFunction) {
return new Properties(material, stateColorFunction);
}

public static Properties from(AbstractBlock blockIn) {
Properties abstractblock$properties = new Properties(blockIn.material, blockIn.properties.blockColors);
abstractblock$properties.material = blockIn.properties.material;
abstractblock$properties.hardness = blockIn.properties.hardness;
abstractblock$properties.resistance = blockIn.properties.resistance;
abstractblock$properties.blocksMovement = blockIn.properties.blocksMovement;
abstractblock$properties.ticksRandomly = blockIn.properties.ticksRandomly;
abstractblock$properties.lightLevel = blockIn.properties.lightLevel;
abstractblock$properties.blockColors = blockIn.properties.blockColors;
abstractblock$properties.soundType = blockIn.properties.soundType;
abstractblock$properties.slipperiness = blockIn.properties.slipperiness;
abstractblock$properties.speedFactor = blockIn.properties.speedFactor;
abstractblock$properties.variableOpacity = blockIn.properties.variableOpacity;
abstractblock$properties.isSolid = blockIn.properties.isSolid;
abstractblock$properties.isAir = blockIn.properties.isAir;
abstractblock$properties.requiresTool = blockIn.properties.requiresTool;
return abstractblock$properties;
}

public Properties doesNotBlockMovement() {
this.blocksMovement = false;
this.isSolid = false;
return this;
}

public Properties notSolid() {
this.isSolid = false;
return this;
}

public Properties slipperiness(float slipperinessIn) {
this.slipperiness = slipperinessIn;
return this;
}

public Properties speedFactor(float factor) {
this.speedFactor = factor;
return this;
}

public Properties jumpFactor(float factor) {
this.jumpFactor = factor;
return this;
}

public Properties sound(SoundType soundTypeIn) {
this.soundType = soundTypeIn;
return this;
}

public Properties setLightLevel(ToIntFunction<BlockState> stateLightFunction) {
this.lightLevel = stateLightFunction;
return this;
}

public Properties hardnessAndResistance(float hardnessIn, float resistanceIn) {
this.hardness = hardnessIn;
this.resistance = Math.max(0.0F, resistanceIn);
return this;
}

public Properties zeroHardnessAndResistance() {
return this.hardnessAndResistance(0.0F);
}

public Properties hardnessAndResistance(float hardnessAndResistance) {
this.hardnessAndResistance(hardnessAndResistance, hardnessAndResistance);
return this;
}

public Properties tickRandomly() {
this.ticksRandomly = true;
return this;
}

public Properties variableOpacity() {
this.variableOpacity = true;
return this;
}

public Properties noDrops() {
this.lootTable = LootTables.EMPTY;
return this;
}

public Properties lootFrom(Block blockIn) {
this.lootTable = blockIn.getLootTable();
return this;
}

public Properties setAir() {
this.isAir = true;
return this;
}

public Properties setAllowsSpawn(IExtendedPositionPredicate<EntityType<?>> spawnPredicate) {
this.allowsSpawn = spawnPredicate;
return this;
}

public Properties setOpaque(IPositionPredicate opaquePredicate) {
this.isOpaque = opaquePredicate;
return this;
}

public Properties setSuffocates(IPositionPredicate suffocatesPredicate) {
this.suffocates = suffocatesPredicate;
return this;
}

public Properties setBlocksVision(IPositionPredicate blocksVisionPredicate) {
this.blocksVision = blocksVisionPredicate;
return this;
}

public Properties setNeedsPostProcessing(IPositionPredicate postProcessingPredicate) {
this.needsPostProcessing = postProcessingPredicate;
return this;
}

public Properties setEmmisiveRendering(IPositionPredicate emmisiveRenderPredicate) {
this.emmissiveRendering = emmisiveRenderPredicate;
return this;
}

public Properties setRequiresTool() {
this.requiresTool = true;
return this;
}
}
}
 
Сверху Снизу