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@@ -81,6 +81,8 @@ public class LightOverlay {
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BlockState blockBelowState = world.getBlockState(pos.down());
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BlockState blockBelowState = world.getBlockState(pos.down());
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BlockState blockUpperState = world.getBlockState(pos);
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BlockState blockUpperState = world.getBlockState(pos);
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VoxelShape upperCollisionShape = blockUpperState.getCollisionShape(world, pos, ISelectionContext.forEntity(playerEntity));
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VoxelShape upperCollisionShape = blockUpperState.getCollisionShape(world, pos, ISelectionContext.forEntity(playerEntity));
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+ if (!blockUpperState.getFluidState().isEmpty())
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+ return CrossType.NONE;
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/* WorldEntitySpawner.func_222266_a */
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/* WorldEntitySpawner.func_222266_a */
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// Check if the outline is full
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// Check if the outline is full
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if (Block.doesSideFillSquare(upperCollisionShape, Direction.UP))
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if (Block.doesSideFillSquare(upperCollisionShape, Direction.UP))
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