#Main FML Access Transformer configuration file # TileEntity addMapping public aji.a(Ljava/lang/Class;Ljava/lang/String;)V # EntityList addMappings public jr.a(Ljava/lang/Class;Ljava/lang/String;I)V public jr.a(Ljava/lang/Class;Ljava/lang/String;III)V # EntityList nameToClassMap and idToClassMap public jr.b public jr.d # RenderEngine public avf.k # texturePack # RenderManager renderers public avy.o # RenderBlocks - everything public avg.* public avg.*() #RenderEngine - make TextureFX list public public avf.h public avf.k # texturePack #RenderPlayer - make armorlist public and not final public-f awr.j #StringTranslate - make the current table and language public public ak.b public ak.d # TileEntityRenderer - make the list of renderers public public axs.m # CraftingManager - make the add recipe methods public public td.a(Lrj;[Ljava/lang/Object;)V public td.b(Lrj;[Ljava/lang/Object;)V # WeightedRandomItem - make the "probability" public public is.a # ItemStack - make itemId final #public+f rj.c # StatBase - Make statName public, no server side getter public hp.a # NetLoginHandler make the "complete connection" callback public so I can reset it during FML negotiation public gx.a(Lgx;Z)Z # NetLoginHandler userName field public gx.h # EntityPlayerMP getNextWindowId public gu.bO()V public gu.cq # EntityAITaskEntry class -> public public kx # EntityAITasks taskList public kw.a # BlockChest isOcelotBlockingChest (a bounding box check actually) public afe.n(Lup;III)Z # EntityLiving public jw.aM # carryoverDamage # EntityLiving tasks public jw.bg # EntityAIOcelotSit nearestSittableBlock and isblocksittable protected li.a(Lup;III)Z protected li.f()Z # CallableMinecraftVersion - sanity check the MC version public b public b.(La;)V # constructor # EntityAnimal public mn.d # inLove # EntityLiving public jw.bu # isJumping # WorldType public va.(ILjava/lang/String;)V public va.(ILjava/lang/String;I)V # ComponentVillage public aby