public static void SetCollide(BlockID block, byte collide) { // necessary for cases where servers redefined core blocks before extended types were introduced collide = DefaultSet.MapOldCollide(block, collide); ExtendedCollide[block] = collide; // Reduce extended collision types to their simpler forms if (collide == CollideType.Ice) { collide = CollideType.Solid; } if (collide == CollideType.SlipperyIce) { collide = CollideType.Solid; } if (collide == CollideType.LiquidWater) { collide = CollideType.Liquid; } if (collide == CollideType.LiquidLava) { collide = CollideType.Liquid; } Collide[block] = collide; }