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Anhor

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O Anhor

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  1. Anhor

    Gdzie wydobywać diamennty w 1.0?

    public abstract class WorldProvider { public World worldObj; public WorldChunkManager worldChunkMgr; public boolean isNether; public boolean isHellWorld; public boolean hasNoSky; public float lightBrightnessTable[]; public int worldType; private float colorsSunriseSunset[]; public WorldProvider() { isNether = false; isHellWorld = false; hasNoSky = false; lightBrightnessTable = new float[16]; worldType = 0; colorsSunriseSunset = new float[4]; } public final void registerWorld(World world) { worldObj = world; registerWorldChunkManager(); generateLightBrightnessTable(); } protected void generateLightBrightnessTable() { float f = 0.0F; for(int i = 0; i <= 15; i++) { float f1 = 1.0F - (float)i / 15F; lightBrightnessTable[i] = ((1.0F - f1) / (f1 * 3F + 1.0F)) * (1.0F - f) + f; } } protected void registerWorldChunkManager() { worldChunkMgr = new WorldChunkManager(worldObj); } public IChunkProvider getChunkProvider() { return new ChunkProviderGenerate(worldObj, worldObj.getWorldSeed(), worldObj.getWorldInfo().isMapFeaturesEnabled()); } public boolean canCoordinateBeSpawn(int i, int j) { int k = worldObj.getFirstUncoveredBlock(i, j); return k == Block.grass.blockID; } public float calculateCelestialAngle(long l, float f) { int i = (int)(l % 24000L); float f1 = ((float)i + f) / 24000F - 0.25F; if(f1 < 0.0F) { f1++; } if(f1 > 1.0F) { f1--; } float f2 = f1; f1 = 1.0F - (float)((Math.cos((double)f1 * 3.1415926535897931D) + 1.0D) / 2D); f1 = f2 + (f1 - f2) / 3F; return f1; } public int func_40470_b(long l, float f) { return (int)(l / 24000L) % 8; } public float[] calcSunriseSunsetColors(float f, float f1) { float f2 = 0.4F; float f3 = MathHelper.cos(f * 3.141593F * 2.0F) - 0.0F; float f4 = -0F; if(f3 >= f4 - f2 && f3 <= f4 + f2) { float f5 = ((f3 - f4) / f2) * 0.5F + 0.5F; float f6 = 1.0F - (1.0F - MathHelper.sin(f5 * 3.141593F)) * 0.99F; f6 *= f6; colorsSunriseSunset[0] = f5 * 0.3F + 0.7F; colorsSunriseSunset[1] = f5 * f5 * 0.7F + 0.2F; colorsSunriseSunset[2] = f5 * f5 * 0.0F + 0.2F; colorsSunriseSunset[3] = f6; return colorsSunriseSunset; } else { return null; } } public Vec3D getFogColor(float f, float f1) { float f2 = MathHelper.cos(f * 3.141593F * 2.0F) * 2.0F + 0.5F; if(f2 < 0.0F) { f2 = 0.0F; } if(f2 > 1.0F) { f2 = 1.0F; } float f3 = 0.7529412F; float f4 = 0.8470588F; float f5 = 1.0F; f3 *= f2 * 0.94F + 0.06F; f4 *= f2 * 0.94F + 0.06F; f5 *= f2 * 0.91F + 0.09F; return Vec3D.createVector(f3, f4, f5); } public boolean canRespawnHere() { return true; } public static WorldProvider getProviderForDimension(int i) { if(i == -1) { return new WorldProviderHell(); } if(i == 0) { return new WorldProviderSurface(); } if(i == 1) { return new WorldProviderEnd(); } else { return null; } } public float getCloudHeight() { return (float)worldObj.field_35472_c; } public boolean func_28112_c() { return true; } public ChunkCoordinates func_40469_f() { return null; } } Nie, tylko tak troszeczkę @Topic: 12~~ poziom, szukaj w kanionach - najszybciej i najłatwiej znaleźć.
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