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Implemented Falling Sand
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@ -23,14 +23,51 @@ namespace pocketmine\block;
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use pocketmine\item\Item;
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use pocketmine\Player;
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use pocketmine\level\Level;
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use pocketmine\entity\FallingBlock;
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use pocketmine\nbt\tag\Compound;
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use pocketmine\nbt\tag\Enum;
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use pocketmine\nbt\tag\Double;
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use pocketmine\nbt\tag\Float;
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use pocketmine\nbt\tag\Byte;
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class Fallable extends Solid{
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public $hasPhysics = true;
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public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null){
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$ret = $this->getLevel()->setBlock($this, $this, true, false, true);
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$ret = $this->getLevel()->setBlock($this, $this, true, true);
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return $ret;
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}
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public function onUpdate($type){
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if($this->hasPhysics === true and $type === Level::BLOCK_UPDATE_NORMAL){
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$down = $this->getSide(0);
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if($down->getID() === self::AIR or ($down instanceof Liquid)){
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$fall = new FallingBlock($this->getLevel()->getChunkAt($this->x >> 4, $this->z >> 4), new Compound("", [
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"Pos" => new Enum("Pos", [
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new Double("", $this->x + 0.5),
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new Double("", $this->y + 0.5),
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new Double("", $this->z + 0.5)
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]),
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//TODO: add random motion with physics
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"Motion" => new Enum("Motion", [
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new Double("", 0),
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new Double("", 0),
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new Double("", 0)
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]),
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"Rotation" => new Enum("Rotation", [
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new Float("", 0),
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new Float("", 0)
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]),
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"Tile" => new Byte("Tile", $this->getID())
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]));
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$fall->spawnToAll();
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}
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return false;
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}
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}
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}
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