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Optimize canHoldAnyFluid in canMaybePassThrough (#527)
* optimize canHoldAnyFluid in canMaybePassThrough * rebuild patches * support reload
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@@ -6,6 +6,7 @@ import net.minecraft.world.level.block.FenceGateBlock;
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import net.minecraft.world.level.block.PowderSnowBlock;
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import net.minecraft.world.level.block.TrapDoorBlock;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.level.material.FlowingFluid;
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public final class BlockMasks {
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public static final int WALL_TAG = 0x01;
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@@ -16,6 +17,7 @@ public final class BlockMasks {
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public static final int TRAP_DOOR_CL = 0x20;
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public static final int WATER = 0x40;
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public static final int LAVA = 0x80;
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public static final int CAN_HOLD_ANY_FLUID = 0x100;
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public static final int FLUID = WATER | LAVA;
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public static final int IS_STATE_CLIMBABLE = org.dreeam.leaf.util.BlockMasks.CLIMBABLE_TAG | org.dreeam.leaf.util.BlockMasks.POWDER_SNOW_CL;
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@@ -30,6 +32,7 @@ public final class BlockMasks {
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i |= state.getBlock() instanceof TrapDoorBlock ? TRAP_DOOR_CL : 0;
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i |= state.getFluidState().is(FluidTags.WATER) ? WATER : 0;
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i |= state.getFluidState().is(FluidTags.LAVA) ? LAVA : 0;
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i |= FlowingFluid.canHoldAnyFluid(state) ? CAN_HOLD_ANY_FLUID : 0;
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return i;
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}
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}
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