Files
Eaglercraftx-1.8.8-src/patches/minecraft/net/minecraft/world/gen/structure/StructureStrongholdPieces.edit.java

291 lines
9.6 KiB
Java

# Eagler Context Redacted Diff
# Copyright (c) 2024 lax1dude. All rights reserved.
# Version: 1.0
# Author: lax1dude
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~ import net.lax1dude.eaglercraft.v1_8.EaglercraftRandom;
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~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.ChestCorridor.class,
~ StructureStrongholdPieces.ChestCorridor::new, "SHCC");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Corridor.class,
~ StructureStrongholdPieces.Corridor::new, "SHFC");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Crossing.class,
~ StructureStrongholdPieces.Crossing::new, "SH5C");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.LeftTurn.class,
~ StructureStrongholdPieces.LeftTurn::new, "SHLT");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Library.class,
~ StructureStrongholdPieces.Library::new, "SHLi");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.PortalRoom.class,
~ StructureStrongholdPieces.PortalRoom::new, "SHPR");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Prison.class,
~ StructureStrongholdPieces.Prison::new, "SHPH");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.RightTurn.class,
~ StructureStrongholdPieces.RightTurn::new, "SHRT");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.RoomCrossing.class,
~ StructureStrongholdPieces.RoomCrossing::new, "SHRC");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Stairs.class,
~ StructureStrongholdPieces.Stairs::new, "SHSD");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Stairs2.class,
~ StructureStrongholdPieces.Stairs2::new, "SHStart");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.Straight.class,
~ StructureStrongholdPieces.Straight::new, "SHS");
~ MapGenStructureIO.registerStructureComponent(StructureStrongholdPieces.StairsStraight.class,
~ StructureStrongholdPieces.StairsStraight::new, "SHSSD");
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing, int parInt4) {
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~ List<StructureComponent> parList, EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3,
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~ List<StructureComponent> parList, EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3,
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~ public ChestCorridor(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public Corridor(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ public static StructureBoundingBox func_175869_a(List<StructureComponent> parList, EaglercraftRandom parRandom,
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~ public boolean addComponentParts(World world, EaglercraftRandom var2,
~ StructureBoundingBox structureboundingbox) {
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~ public Crossing(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public LeftTurn(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public Library(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public PortalRoom(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ public void buildComponent(StructureComponent structurecomponent, List<StructureComponent> var2,
~ EaglercraftRandom var3) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public Prison(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ public static StructureStrongholdPieces.Prison func_175860_a(List<StructureComponent> parList,
~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ EaglercraftRandom random) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public RoomCrossing(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public Stairs(int parInt1, EaglercraftRandom parRandom, int parInt2, int parInt3) {
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~ public Stairs(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ public static StructureStrongholdPieces.Stairs func_175863_a(List<StructureComponent> parList,
~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public Stairs2(int parInt1, EaglercraftRandom parRandom, int parInt2, int parInt3) {
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~ public StairsStraight(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ public void selectBlocks(EaglercraftRandom random, int var2, int var3, int var4, boolean flag) {
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~ public Straight(int parInt1, EaglercraftRandom parRandom, StructureBoundingBox parStructureBoundingBox,
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~ EaglercraftRandom random) {
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~ EaglercraftRandom parRandom, int parInt1, int parInt2, int parInt3, EnumFacing parEnumFacing,
~ int parInt4) {
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~ public boolean addComponentParts(World world, EaglercraftRandom random,
~ StructureBoundingBox structureboundingbox) {
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~ protected void placeDoor(World worldIn, EaglercraftRandom parRandom,
~ StructureBoundingBox parStructureBoundingBox, StructureStrongholdPieces.Stronghold.Door parDoor,
~ int parInt1, int parInt2, int parInt3) {
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~ protected StructureStrongholdPieces.Stronghold.Door getRandomDoor(EaglercraftRandom parRandom) {
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~ List<StructureComponent> parList, EaglercraftRandom parRandom, int parInt1, int parInt2) {
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~ List<StructureComponent> parList, EaglercraftRandom parRandom, int parInt1, int parInt2) {
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~ List<StructureComponent> parList, EaglercraftRandom parRandom, int parInt1, int parInt2) {
> EOF