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bukkit_at.cfg
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bukkit_at.cfg
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# BukkitForge Access Transformer Configuration.
# Suffixing with -f makes something non-final.
# viy: set nobackup nowritebackup :
# CallableMinecraftVersion
public b
# InventoryCrafting
public tr.c # eventHandler - Container for Inventory
# TileEntityRecordPlayer
public aod.a
# CraftingManager
public yk.b # CraftingManager.recipes - so we can clear recipes.
public-f yk.a # CraftingManager.instance - to reset the CraftingManager
public yk.<init>()V # reset CraftingManager.
# NetServerHandler
public-f jh.a # The underlying network manager for this server handler.
# DedicatedServer
public hz.o # DedicatedServer.settings - to reload the settings of the server
# World
public aab.F # World.spawnPeacefulMobs - world-by-world settings
public aab.E # World.spawnHostileMobs - world-by-world settings
public-f aab.t # World.provider - change environment (bukkit does this, god knows why)
# ServerConfigurationManager
public gu.j # lets us directly load player NBTTagCompounds for reading.
# Entity
# public mp.af # let us get if a creeper is powered or not (Entity.dataWatcher) - use getDataWatcher instead
public mp.d # let us get if an entity is on fire or not
# EntityPotion
public tf.c
# EntityThrowable
public tb.g # lets us set and get an EntityThrowable's throwing entity
# EntityPigZombie
public sc.d # lets us get and set a PigZombie's anger.
# EntityXPOrb
public nc.e # lets us get and set an XP orb's value.
# EntityLiving
public ng.bB # lets us get and set the last damaging EntityPlayer
public ng.bk # lets us get/set the last damage amount.
public ng.bc # lets us get/set the XP worth of a LivingEntity.
# EntityPlayer
public qx.bZ # sleeping
# EntityTracker
public it.b # trackedEntities
public it.c # trackedEntityIDs
# EntityPlayerMP
public iq.f # lets us look at the chunks
# EntitySlime
public sg.a(I)V # setSlimeSize
# EntityXPOrb
public lz.e # xpValue
# EntityFireworkRocket
public sv.b # field_92010_b
# BlockDispenser
public amb.j_(Laab;III)V # dispense an item...
# BlockDropper
public amd.j_(Laab;III)V # dispense an item...
# ChunkProviderServer
public iy.b(Lzz;)V # lets us save a __SINGLE__ chunk - safeSaveChunk
public iy.b # lets us inspect chunks to unload
public iy.d # currentChunkProvider
public iy.c # default empty chunk
public iy.f # long hash map of chunks
public iy.g # loaded chunks
# PlayerManager
public ik.a(IIZ)Lil; # getOrCreateChunkWatcher
# PlayerInstance
public ix.b # playersInChunk
# InventoryLargeChest
public ls.b # Upper and lower parts of the chest
public ls.c # <-- (lower part)
# FoodStats
public ti.c # get exhaustionlevel
# PlayerCapabilities
public sn.g # set walk speed
# InventoryRepair
public sn
# ItemInWorldManager
public jd.e # initialDamage
public jd.f # partiallyDestroyedBlockX
public jd.g # partiallyDestroyedBlockY
public jd.h # partiallyDestroyedBlockZ
public jd.i # curblockDamage
public jd.o # durabilityRemainingOnBlock