5d59af0cec
entity code out there, sorry, but this way for most entities you no longer need to manage the global mod entity stuff at all. just remove it. FML will take care of the rest (note, worlds won't load the old entities)
68 lines
1.9 KiB
INI
68 lines
1.9 KiB
INI
#Main FML Access Transformer configuration file
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# TileEntity addMapping
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public aji.a(Ljava/lang/Class;Ljava/lang/String;)V
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# EntityList addMappings
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public jr.a(Ljava/lang/Class;Ljava/lang/String;I)V
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public jr.a(Ljava/lang/Class;Ljava/lang/String;III)V
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# EntityList nameToClassMap and idToClassMap and classToNameMap
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public jr.b
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public jr.d
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public jr.c
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# RenderEngine
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public avf.k # texturePack
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# RenderManager renderers
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public avy.o
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# RenderBlocks - everything
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public avg.*
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public avg.*()
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#RenderEngine - make TextureFX list public
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public avf.h
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public avf.k # texturePack
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#RenderPlayer - make armorlist public and not final
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public-f awr.j
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#StringTranslate - make the current table and language public
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public ak.b
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public ak.d
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# TileEntityRenderer - make the list of renderers public
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public axs.m
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# CraftingManager - make the add recipe methods public
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public td.a(Lrj;[Ljava/lang/Object;)V
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public td.b(Lrj;[Ljava/lang/Object;)V
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# WeightedRandomItem - make the "probability" public
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public is.a
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# ItemStack - make itemId final
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#public+f rj.c
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# StatBase - Make statName public, no server side getter
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public hp.a
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# NetLoginHandler make the "complete connection" callback public so I can reset it during FML negotiation
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public gx.a(Lgx;Z)Z
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# NetLoginHandler userName field
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public gx.h
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# EntityPlayerMP getNextWindowId
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public gu.bO()V
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public gu.cq
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# EntityAITaskEntry class -> public
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public kx
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# EntityAITasks taskList
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public kw.a
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# BlockChest isOcelotBlockingChest (a bounding box check actually)
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public afe.n(Lup;III)Z
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# EntityLiving
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public jw.aM # carryoverDamage
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# EntityLiving tasks
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public jw.bg
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# EntityAIOcelotSit nearestSittableBlock and isblocksittable
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protected li.a(Lup;III)Z
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protected li.f()Z
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# CallableMinecraftVersion - sanity check the MC version
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public b
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public b.<init>(La;)V # constructor
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# EntityAnimal
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public mn.d # inLove
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# EntityLiving
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public jw.bu # isJumping
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# WorldType
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public va.<init>(ILjava/lang/String;)V
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public va.<init>(ILjava/lang/String;I)V
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# ComponentVillage
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public aby
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