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1.16 WATERLOGGED


blinky000

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trying to water log an  obj model.  so far I have been either make it permanently waterlogged  or not water on land , but under water it will sometimes leave a side of air on the model.

placing another block next to it will correct it , and when that block is removed, the model stays under water correctly.

 

public class WaterShape extends YabmBlock implements IWaterLoggable {

	public static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING;
	public static final BooleanProperty WATERLOGGED = BlockStateProperties.WATERLOGGED;
	
	public WaterShape(Properties properties) {
		super(properties);
		setDefaultState(stateContainer.getBaseState().with(BlockStateProperties.WATERLOGGED, false).with(FACING, Direction.SOUTH));
	}
	
	
	@Override
	protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
		builder.add(BlockStateProperties.HORIZONTAL_FACING).add(BlockStateProperties.WATERLOGGED);
	}
	
	@Override
	   public FluidState getFluidState(BlockState state) {
	      return state.get(WATERLOGGED) ? Fluids.WATER.getStillFluidState(false) : super.getFluidState(state);
	   }
	
	
	@Override
	public BlockState getStateForPlacement(BlockItemUseContext context) {
		return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing());
	}
	
	 public static Direction getDirection(BlockState state) {
	      return state.get(FACING);
	 }
	 
	 @Override
	public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
		 return BOX;
	}

	@Override
	public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
		return BOX;
	}
	 
	 @SuppressWarnings("deprecation")
	 @Override
		public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
		// this resets the block correctly when another block added on any side	
		 if (!stateIn.get(BlockStateProperties.WATERLOGGED)) {
				this.receiveFluid(worldIn, currentPos, stateIn, Fluids.WATER.getStillFluidState(false));
		 }
			//worldIn.getPendingFluidTicks().scheduleTick(currentPos, Fluids.WATER, Fluids.WATER.getTickRate(worldIn));
			return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos);
			//return stateIn;
		}
	 
		public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) {
			worldIn.getPendingFluidTicks().scheduleTick(pos, Fluids.WATER, Fluids.WATER.getTickRate(worldIn));
		}


}
		// this resets the block correctly when another block added on any side	
		 if (!stateIn.get(BlockStateProperties.WATERLOGGED)) {
				this.receiveFluid(worldIn, currentPos, stateIn, Fluids.WATER.getStillFluidState(false));
		 }
			return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos);

		}

 

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