Export the blocks data
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@ -44,7 +44,7 @@ func init() {
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ToStateID = make(map[Block]int, len(states))
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StateList = make([]Block, 0, len(states))
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for _, state := range states {
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block := fromID[state.Name]
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block := FromID[state.Name]
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if state.Properties.Type != nbt.TagEnd {
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err := state.Properties.Unmarshal(&block)
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if err != nil {
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@ -59,8 +59,3 @@ func init() {
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}
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BitsPerBlock = bits.Len(uint(len(StateList)))
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}
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func DefaultBlock(id string) (b Block, ok bool) {
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b, ok = fromID[id]
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return
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}
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@ -3664,7 +3664,7 @@ func (RawGoldBlock) ID() string { return "minecraft:raw_gold_bloc
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func (PottedAzaleaBush) ID() string { return "minecraft:potted_azalea_bush" }
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func (PottedFloweringAzaleaBush) ID() string { return "minecraft:potted_flowering_azalea_bush" }
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var fromID = map[string]Block{
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var FromID = map[string]Block{
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"minecraft:air": Air{},
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"minecraft:stone": Stone{},
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"minecraft:granite": Granite{},
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@ -48,7 +48,7 @@ type BlockState struct {
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}
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func (s *BlockState) Block() block.Block {
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b, ok := block.DefaultBlock(s.Name)
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b, ok := block.FromID[s.Name]
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if !ok {
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return nil
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}
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@ -1,14 +0,0 @@
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package server
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type EntitySet struct {
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}
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type entityPosition struct {
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player *Player
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x, y, z float64
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yaw, pitch float32
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}
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func NewEntitySet() *EntitySet {
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return &EntitySet{}
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}
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