{
	code: "door",
	class: "BlockGeneric",
	entityClass: "Generic",
	// Lockable behavior first so that it prevents subsequent Door behavior if it is locked
	behaviors: [
		{ name: "Lockable" },
		{ name: "Door" },
		{ name: "BlockEntityInteract" }
	],
	entityBehaviors: [
        { name: "Door" },
        { name: "DoorBarLock" }
    ],
	variantgroups: [
		{ code: "place", states: ["devastation"] },
		{ code: "style", states: ["towergate"] }
	],
	attributes: {
		airtight: true,
		width: 2,
		height: 3,
		openSound: "sounds/block/cokeovendoor-open",
		closeSound: "sounds/block/cokeovendoor-close",
		easingSpeed: 0.5
	},
	creativeinventory: { "general": ["*"], "decorative": ["*"] },
	shape: { base: "block/devastation/machinery/{style}" },
	// 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
	},
	guiTransform: {
		rotation: { x: -12, y: 124, z: 0 },
		origin: { x: 0.1, y: 1.5, z: 0.55 },
		scale: 0.68
	},
	tpHandTransform: {
		translation: { x: -0.74, y: -2.32, z: -1.6 },
		rotation: { x: 8, y: -3, z: 59 },
		origin: { x: 0.5, y: 1, z: 1 },
		scale: 0.61
	},
	groundTransform: {
		translation: { x: 0, y: 0, z: 0 },
		rotation: { x: -90, y: 0, z: 0 },
		origin: { x: 0.5, y: 1, z: 0.85 },
		scale: 3
	},
    collisionSelectionBox:
        { x1: 0, y1: 0, z1: 0.875, x2: 1, y2: 1, z2: 1 },
	combustibleProps: {
		burnTemperature: 600,
		burnDuration: 25,
	},
	sounds: {
		"place": "block/planks",
		"hit": "block/planks",
		"break": "block/planks",
		"walk": "walk/wood"
	},
	materialDensity: 600
}
