{
	code: "trapdoor",
	class: "BlockGeneric",
	entityClass: "Generic",
	// Lockable behavior first so that it prevents subsequent Door behavior if it is locked
	behaviors: [ 
		{ name: "Lockable" },
		{ name: "TrapDoor" }, 
		{ name: "BlockEntityInteract" }
	],
	entityBehaviors: [{ name: "TrapDoor" }],
	variantgroups: [
		{ code: "style", states: ["solid", "window"] },
		{ code: "material", states: ["aged", "veryaged"], loadFromProperties: "block/wood" },
		{ code: "age", states: ["1", "2", "3", "4"] },
	],
	allowedVariants: [
		"*-1",
		"*-aged-2",
		"*-aged-3",
		"*-aged-4"
	],
	attributes: {
		reinforcable: true,
		handbook: {
			groupBy: ["trapdoor-{style}-*"]
		},
		airtightByType: {
			"trapdoor-solid-*-1": true,
			"*": false
		},
		width: 1,
		length: 1,
		height: 0,
		openSound: "sounds/block/door",
		closeSound: "sounds/block/door",
		easingSpeed: 10
	},
	creativeinventoryByType: {
		"*": { "general": ["*"], "decorative": ["*"] },
	},
	shape: { base: "block/wood/trapdoor/{style}{age}" },
	texturesByType: {
		"*": {
			"material": { 
				base: "block/wood/debarked/{material}",
				blendedOverlays: [{ base: "block/wood/trapdoor/overlay", blendMode: "Overlay" }] 
			}
		},
	},
	// Needs to be no cull pass because for double doors we flip x coords, but indices don't change so i believe that inverts the winding order, making the graphics card believe the face is facing the other direction
	renderPass: "OpaqueNoCull",
	faceCullMode: "NeverCull",
	blockmaterial: "Wood",
	sideAo: { all: false },
	heldTpIdleAnimation: "holdunderarm",
	replaceable: 500,
	resistance: 3.5,
	lightAbsorption: 0,
	sidesolid: {
		all: false
	},
	sideopaque: {
		all: false
	},
	selectionbox: { 
		x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.1875, z2: 1
	},
	collisionbox: { 
		x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.1875, z2: 1
	},
	combustibleProps: {
		burnTemperature: 600,
		burnDuration: 25,
	},
	sounds: {
		"place": "block/planks",
		"hit": "block/planks",
		"break": "block/planks",
		"walk": "walk/wood"
	},
	materialDensity: 600
}