#Main Forge Access Transformer configuration file # RailLogic.getNAdjacentTracks public ahi.a(Lahh;)I # Tessellator public ave.u # drawMode public ave.v # xOffset public ave.w # yOffset public ave.x # zOffset public-f ave.a # instance remove final public ave.z # isDrawing # ItemPickaxe public+f rq.c # blocksEffectiveAgainst # ItemAxe public+f rf.c # blocksEffectiveAgainst # ItemSpade public+f sb.c # blocksEffectiveAgainst # ItemTool public gt.a # efficiencyOnProperMaterial public gt.bY # damageVsEntity # EntityEnderman public np.d # carriableBlocks # RenderGlobal public avb.h # theWorld public avb.i # renderEngine public avb.q # mc public avb.r # globalRenderBlocks public avb.E # damagedBlocks # SoundManager public ayq.a # sndSystem public ayq.b # soundPoolSounds public ayq.c # soundPoolStreaming public ayq.d # soundPoolMusic # EntityMinecart protected nk.* # All private -> protected public nj.h()Z # isMinecartPowered # Block public aig.(ILaco;)V #Constructor public aig.(IILaco;)V #Constructor public aig.p()Laif; # setRequiresSelfNotify public aig.a(Laij;)Laig; # setStepSound public aig.b(F)Laig; # setResistance public aig.c(F)Laig; # setHardness public aig.h(I)Laig; # setLightOpacity public aig.a(F)Laig; # setLightValue public aig.q()Laig; # setBlockUnbreakable public aig.b(Z)Laig; # setTickRandomly # NetServerHandler public gz.g # playerInAirTime # TileEntity public aji.k # worldObj # BlockLeavesBase public ain.c # graphicsLevel # Item public rh.e(I)Lrh; # setMaxDamage public-f rh.f(Lrj;)I # getIconIndex # ItemAxe public rf.()V # constructor # ItemPickaxe public rq.()V # constructor # RailLogic public ahi public ahi.a(Lahi;)I # getNAdjacentTiles # EntityPlayer public og.a(Lnj;)V # joinEntityItemWithWorld public og.j()V # closeScreen # EntityPlayerMP public atg.a(Lnj;)V # joinEntityItemWithWorld # World Gen Chests Related public gr.T # WorldServer.bonusChestContent public yz.a # StructureMineshaftPieces.mineshaftChestContents public aad.i # ComponentScatteredFeatureDesertPyramid.itemsToGenerateInTemple public aae.l # ComponentScatteredFeatureJunglePyramid.junglePyramidsChestContents public aae.m # ComponentScatteredFeatureJunglePyramid.junglePyramidsDispenserContents public aan.a # ComponentStrongholdChestCorridor.strongholdChestContents public aar.b # ComponentStrongholdLibrary.strongholdLibraryChestContents public aaw.c # ComponentStrongholdRoomCrossing.field_75014_c public abu.a # ComponentVillageHouse2.villageBlacksmithChestContents # AnvilChunkLoader.chunkSaveLocation default wy.d # ChunkProviderServer.currentChunkLoader default gq.e # PlayerManager default go.a(IIZ)Lgp; # getOrCreateChunkWatcher