Uses of Interface
net.minecraft.world.IBlockAccess

Packages that use IBlockAccess
cpw.mods.fml.client.modloader   
cpw.mods.fml.client.registry   
net.minecraft.block   
net.minecraft.client.multiplayer   
net.minecraft.client.renderer   
net.minecraft.pathfinding   
net.minecraft.src   
net.minecraft.world   
net.minecraft.world.demo   
 

Uses of IBlockAccess in cpw.mods.fml.client.modloader
 

Methods in cpw.mods.fml.client.modloader with parameters of type IBlockAccess
 boolean ModLoaderBlockRendererHandler.renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
           
 

Uses of IBlockAccess in cpw.mods.fml.client.registry
 

Methods in cpw.mods.fml.client.registry with parameters of type IBlockAccess
 boolean ISimpleBlockRenderingHandler.renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
           
 boolean RenderingRegistry.renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelId)
           
 

Uses of IBlockAccess in net.minecraft.block
 

Methods in net.minecraft.block with parameters of type IBlockAccess
 boolean BlockFire.canBlockCatchFire(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Deprecated. 
 boolean BlockFire.canBlockCatchFire(IBlockAccess world, int x, int y, int z, ForgeDirection face)
          Side sensitive version that calls the block function.
 boolean BlockFence.canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Returns true if the specified block can be connected by a fence
 boolean Block.canConnectRedstone(IBlockAccess world, int x, int y, int z, int side)
          Determine if this block can make a redstone connection on the side provided, Useful to control which sides are inputs and outputs for redstone wires.
 boolean BlockWall.canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Return whether an adjacent block can connect to a wall.
 int BlockStem.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockFluid.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockLeaves.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockRedstoneWire.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockTallGrass.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockLilyPad.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockVine.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int Block.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockGrass.colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
static boolean BlockTripWire.func_72148_a(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4, int par5)
           
 boolean BlockRedstoneRepeater.func_82523_e(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 void BlockStairs.func_82541_d(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockStairs.func_82542_g(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockStairs.func_82544_h(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 float Block.getAmbientOcclusionLightValue(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockRail.getBasicRailMetadata(IBlockAccess world, EntityMinecart cart, int x, int y, int z)
          Return the rails metadata (without the power bit if the rail uses one).
 int Block.getBedDirection(IBlockAccess world, int x, int y, int z)
          Returns the direction of the block.
 float BlockFluid.getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 float BlockStairs.getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 float Block.getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockFluid.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockDoor.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockTrapDoor.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockStationary.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockFenceGate.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockWall.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockPressurePlate.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockSign.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockFlowing.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean Block.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean BlockFence.getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockDoor.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockMycelium.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockDispenser.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockFurnace.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockLockedChest.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int Block.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockGrass.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockChest.getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 int BlockDoor.getDoorOrientation(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Returns 0, 1, 2 or 3 depending on where the hinge is.
 int Block.getFlammability(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)
          Chance that fire will spread and consume this block.
static double BlockFluid.getFlowDirection(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, Material par4Material)
           
 int BlockDoor.getFullMetadata(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Returns the full metadata value created by combining the metadata of both blocks the door takes up.
 int Block.getLightValue(IBlockAccess world, int x, int y, int z)
          Get a light value for the block at the specified coordinates, normal ranges are between 0 and 15
 int BlockFluid.getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockStairs.getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int Block.getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 int BlockStem.getState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean Block.isBedFoot(IBlockAccess world, int x, int y, int z)
          Determines if the current block is the foot half of the bed.
 boolean BlockFluid.isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
 boolean Block.isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
 boolean BlockDoor.isDoorOpen(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
           
 boolean Block.isFlammable(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)
          Called when fire is updating, checks if a block face can catch fire.
static boolean BlockRedstoneWire.isPoweredOrRepeater(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4)
          Returns true if the block coordinate passed can provide power, or is a redstone wire, or if its a repeater that is powered.
static boolean BlockRedstoneWire.isPowerProviderOrWire(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4)
          Returns true if redstone wire can connect to the specified block.
 boolean BlockRedstoneTorch.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockButton.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockRedstoneWire.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockTripWireSource.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockPressurePlate.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean Block.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockLever.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockRedstoneRepeater.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockDetectorRail.isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting direct/strong redstone power on the specified side.
 boolean BlockRedstoneTorch.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockButton.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockRedstoneWire.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockTripWireSource.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockPressurePlate.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean Block.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockLever.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockRedstoneRepeater.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 boolean BlockDetectorRail.isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
          Returns true if the block is emitting indirect/weak redstone power on the specified side.
 void BlockStem.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockHalfSlab.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockDoor.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockAnvil.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockButton.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockLadder.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockTrapDoor.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockFenceGate.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockTripWire.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockWall.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPistonExtension.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockTripWireSource.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPressurePlate.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockCocoa.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockSkull.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPortal.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockRail.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockStairs.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockVine.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockSign.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockEndPortal.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void Block.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockLever.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPane.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockFence.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPistonMoving.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockChest.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockSnow.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockCake.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockBed.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 void BlockPistonBase.setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
          Updates the blocks bounds based on its current state.
 boolean BlockFluid.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockHalfSlab.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockAnvil.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockFenceGate.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockWall.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockLeavesBase.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockDragonEgg.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockPortal.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockEndPortal.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockBreakable.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean Block.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockPane.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockRedstoneRepeater.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockFence.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockSnow.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 boolean BlockIce.shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
           
 

Uses of IBlockAccess in net.minecraft.client.multiplayer
 

Classes in net.minecraft.client.multiplayer that implement IBlockAccess
 class WorldClient
           
 

Uses of IBlockAccess in net.minecraft.client.renderer
 

Fields in net.minecraft.client.renderer declared as IBlockAccess
 IBlockAccess RenderBlocks.blockAccess
          The IBlockAccess used by this instance of RenderBlocks
 

Constructors in net.minecraft.client.renderer with parameters of type IBlockAccess
RenderBlocks(IBlockAccess par1IBlockAccess)
           
 

Uses of IBlockAccess in net.minecraft.pathfinding
 

Constructors in net.minecraft.pathfinding with parameters of type IBlockAccess
PathFinder(IBlockAccess par1IBlockAccess, boolean par2, boolean par3, boolean par4, boolean par5)
           
 

Uses of IBlockAccess in net.minecraft.src
 

Methods in net.minecraft.src with parameters of type IBlockAccess
static boolean FMLRenderAccessLibrary.renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelId)
           
 boolean BaseMod.renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelID)
           
static boolean ModLoader.renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelID)
          Deprecated. 
 

Uses of IBlockAccess in net.minecraft.world
 

Classes in net.minecraft.world that implement IBlockAccess
 class ChunkCache
           
 class World
           
 class WorldServer
           
 class WorldServerMulti
           
 

Uses of IBlockAccess in net.minecraft.world.demo
 

Classes in net.minecraft.world.demo that implement IBlockAccess
 class DemoWorldServer