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@ -252,16 +252,22 @@ public class BlockProperties {
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/** Flag position for stairs. */
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public static final int F_STAIRS = 0x1;
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public static final int F_LIQUID = 0x2;
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// TODO: maybe remove F_SOLID use (unless for setting F_GROUND on init).
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/** Subject to change / rename.*/
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public static final int F_SOLID = 0x4;
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/** Compatibility flag: regard this block as passable always. */
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public static final int F_IGN_PASSABLE = 0x8;
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public static final int F_WATER = 0x10;
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public static final int F_LAVA = 0x20;
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/** 150% height, like fences.*/
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/** Override bounding box: 1.5 blocks high, like fences.<br>
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* NOTE: This might have relevance for passable later.
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*/
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public static final int F_HEIGHT150 = 0x40;
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/** The player can stand on these, sneaking or not. */
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public static final int F_GROUND = 0x80;
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/** 1 block height. */
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public static final int F_GROUND = 0x80; // TODO:
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/** Override bounding box: 1 block height.<br>
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* NOTE: This should later be ignored by passable, rather.
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*/
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public static final int F_HEIGHT100 = 0x100;
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static{
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@ -322,15 +328,18 @@ public class BlockProperties {
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if (material.isSolid()){
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blockFlags[i] |= F_SOLID | F_GROUND;
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}
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if (material.isLiquid()) blockFlags[i] |= F_LIQUID;
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if (material.isLiquid()){
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// TODO: do not set F_GROUND for fluids ?
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blockFlags[i] |= F_LIQUID;
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}
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}
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}
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}
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// Stairs.
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for (final Material mat : new Material[] {Material.NETHER_BRICK_STAIRS,
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Material.COBBLESTONE_STAIRS, Material.SMOOTH_STAIRS, Material.BRICK_STAIRS, Material.SANDSTONE_STAIRS,
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Material.WOOD_STAIRS, Material.SPRUCE_WOOD_STAIRS, Material.BIRCH_WOOD_STAIRS, Material.JUNGLE_WOOD_STAIRS}){
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blockFlags[mat.getId()] |= F_STAIRS | F_HEIGHT100;
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for (final Material mat : new Material[] { Material.NETHER_BRICK_STAIRS, Material.COBBLESTONE_STAIRS,
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Material.SMOOTH_STAIRS, Material.BRICK_STAIRS, Material.SANDSTONE_STAIRS, Material.WOOD_STAIRS,
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Material.SPRUCE_WOOD_STAIRS, Material.BIRCH_WOOD_STAIRS, Material.JUNGLE_WOOD_STAIRS }) {
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blockFlags[mat.getId()] |= F_STAIRS | F_HEIGHT100 | F_GROUND; // Set ground too, to be sure.
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}
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// WATER.
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for (final Material mat : new Material[]{
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