| protected void | |
| protected void | |
| protected StructurePiece | | a(bxh$k arg0, List<bxb> arg1, Random arg2, int arg3, int arg4) | | method_9280(class_39$class_50 arg0, List<class_34> arg1, Random arg2, int arg3, int arg4) | | generatePieceLeft(VillagePieces$Start startPiece, List<StructurePiece> pieces, Random random, int yOffset, int offset) | | func_74891_a(VillagePieces$Start arg0, List<StructurePiece> arg1, Random arg2, int arg3, int arg4) | | getNextComponentNN(VillagePieces$Start start, List<StructurePiece> structureComponents, Random rand, int arg3, int arg4) |
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| protected StructurePiece | | b(bxh$k arg0, List<bxb> arg1, Random arg2, int arg3, int arg4) | | method_9282(class_39$class_50 arg0, List<class_34> arg1, Random arg2, int arg3, int arg4) | | generatePieceRight(VillagePieces$Start startPiece, List<StructurePiece> pieces, Random random, int yOffset, int offset) | | func_74894_b(VillagePieces$Start arg0, List<StructurePiece> arg1, Random arg2, int arg3, int arg4) | | getNextComponentPP(VillagePieces$Start start, List<StructurePiece> structureComponents, Random rand, int arg3, int arg4) |
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| protected int | |
| protected static boolean | |
| protected void | | a(axz arg0, bwf arg1, int arg2, int arg3, int arg4, int arg5) | | method_109(class_3598 arg0, class_1251 arg1, int arg2, int arg3, int arg4, int arg5) | | spawnVillagers(WorldAccess world, StructureBox bounds, int x, int y, int z, int max) | | func_74893_a(IWorld arg0, MutableBoundingBox arg1, int arg2, int arg3, int arg4, int arg5) | | spawnVillagers(IWorld worldIn, MutableBoundingBox structurebb, int x, int y, int z, int count) |
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| protected int | | c(int arg0, int arg1) | | method_111(int arg0, int arg1) | | getVillagerProfession(int index, int profession) | | func_180779_c(int arg0, int arg1) | | chooseProfession(int villagersSpawnedIn, int currentVillagerProfession) |
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| protected BlockState | |
| protected DoorBlock | | b() | | method_13382() | | getDoorBlock() | | func_189925_i() | | biomeDoor() |
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| protected void | | a(axz arg0, bwf arg1, Random arg2, int arg3, int arg4, int arg5, eq arg6) | | method_13380(class_3598 arg0, class_1251 arg1, Random arg2, int arg3, int arg4, int arg5, class_1354 arg6) | | placeDoorIfNotZombie(WorldAccess world, StructureBox bounds, Random random, int x, int y, int z, Direction facing) | | func_189927_a(IWorld arg0, MutableBoundingBox arg1, Random arg2, int arg3, int arg4, int arg5, EnumFacing arg6) | | createVillageDoor(IWorld arg0, MutableBoundingBox arg1, Random arg2, int arg3, int arg4, int arg5, EnumFacing arg6) |
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| protected void | | a(axz arg0, eq arg1, int arg2, int arg3, int arg4, bwf arg5) | | method_17677(class_3598 arg0, class_1354 arg1, int arg2, int arg3, int arg4, class_1251 arg5) | | placeTorchIfNotZombie(WorldAccess world, Direction facing, int x, int y, int z, StructureBox bounds) | | func_189926_a(IWorld arg0, EnumFacing arg1, int arg2, int arg3, int arg4, MutableBoundingBox arg5) | | placeTorch(IWorld arg0, EnumFacing arg1, int arg2, int arg3, int arg4, MutableBoundingBox arg5) |
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| protected void | | b(axz arg0, blc arg1, int arg2, int arg3, int arg4, bwf arg5) | | method_72(class_3598 arg0, class_2232 arg1, int arg2, int arg3, int arg4, class_1251 arg5) | | fillColumnDown(WorldAccess arg0, BlockState arg1, int arg2, int arg3, int arg4, StructureBox arg5) | | func_175808_b(IWorld arg0, IBlockState arg1, int arg2, int arg3, int arg4, MutableBoundingBox arg5) | | replaceAirAndLiquidDownwards(IWorld arg0, IBlockState arg1, int arg2, int arg3, int arg4, MutableBoundingBox arg5) |
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| protected void | |