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static StructureComponent | findIntersecting (List par0List, StructureBoundingBox par1StructureBoundingBox) |
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| StructureComponent (int par1) |
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boolean | isLiquidInStructureBoundingBox (World par1World, StructureBoundingBox par2StructureBoundingBox) |
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int | getXWithOffset (int par1, int par2) |
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int | getYWithOffset (int par1) |
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int | getZWithOffset (int par1, int par2) |
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int | getMetadataWithOffset (int par1, int par2) |
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void | placeBlockAtCurrentPosition (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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int | getBlockIdAtCurrentPosition (World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox) |
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void | fillWithAir (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8) |
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void | fillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, boolean par11) |
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void | fillWithMetadataBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13) |
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void | fillWithRandomizedBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, boolean par9, Random par10Random, StructurePieceBlockSelector par11StructurePieceBlockSelector) |
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void | randomlyFillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13) |
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void | randomlyPlaceBlock (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9) |
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void | randomlyRareFillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, boolean par10) |
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void | clearCurrentPositionBlocksUpwards (World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox) |
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void | fillCurrentPositionBlocksDownwards (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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boolean | generateStructureChestContents (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, WeightedRandomChestContent[] par7ArrayOfWeightedRandomChestContent, int par8) |
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boolean | generateStructureDispenserContents (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7, WeightedRandomChestContent[] par8ArrayOfWeightedRandomChestContent, int par9) |
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void | placeDoorAtCurrentPosition (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7) |
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StructureBoundingBox | boundingBox |
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int | coordBaseMode |
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int | componentType |
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