Google Docs: "Help for advanced modding" spreadshet

View previous topic View next topic Go down

Google Docs: "Help for advanced modding" spreadshet

Post  Tei on Fri Oct 15, 2010 3:33 pm

Documenting the classes, netcode, and other basic stuff.

https://spreadsheets.google.com/ccc?key=0AoJyOQ6MBcR5dGJ1a0xCWTRZeUN0UlRtSm1reW54MkE#gid=0

Feel free to discuss about the content of the spreadsheet here.


Last edited by Tei on Tue Oct 19, 2010 2:59 pm; edited 2 times in total

Tei
Admin

Posts : 32
Join date : 2010-10-15

View user profile http://mcdocs.team-talk.net

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Tei on Tue Oct 19, 2010 2:09 pm

We are planning to enhance the spreadshet.

Fafnir.Crow is working on this style, I made some minor visual changes:




This combine the client and the server class. The plan is to "deprecate" the old versions.
The general idea is to enhance the quality of the document, to make it more useful.

If you have some comments, please don't be shy and talk here :-D

Tei
Admin

Posts : 32
Join date : 2010-10-15

View user profile http://mcdocs.team-talk.net

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Guard on Tue Oct 19, 2010 9:19 pm

This looks awesome. One question: What class handles the occurrence of when an arrow hits a target (ie ground, mob, etc)

Guard

Posts : 1
Join date : 2010-10-19

View user profile

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  omniux on Fri Oct 22, 2010 3:14 am

Thank you for putting the effort into making this spread sheet. Your work will not be in vein~ ^^
avatar
omniux

Posts : 2
Join date : 2010-10-22
Age : 28

View user profile http://backtraced.net/

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Tei on Fri Oct 22, 2010 4:13 am

Too bad we don't have any log of who contributed to the document.
My own calculation is that about 200 persons contributed to it. At some point there was 40 concurrent visitors.

Tei
Admin

Posts : 32
Join date : 2010-10-15

View user profile http://mcdocs.team-talk.net

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Searge on Fri Oct 22, 2010 5:32 pm

Shameless plug: http://www.minecraftforum.net/viewtopic.php?f=25&t=58464 MCP 1.4 just got released!

Searge

Posts : 15
Join date : 2010-10-17

View user profile

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Tei on Tue Nov 02, 2010 3:45 pm

Adding the names for the client class...

Script:

Code:

#!/bin/perl


$trans = ();

foreach(<DATA>){

   ( $name ,$client11,$client12,$server11,$server12) = split(/#/,$_);
   
#   print $name . ":$client11  $client12\n";
#   $trans{ $client11 } = $client12;

   if ( $client11 eq "*"){
   
   } else {
      push @trans, "$client11 $client12";
   }


}


@trans = sort @trans;

foreach $data (@trans){

   print "$data\n";
}





__DATA__
AxisAlignedBB#cf#cl#dg#ds##Axis aligned bounding box
Block#ly#ne#ff#fw##Base class and manager for block types
BlockBookshelf#ds#eb#fi#fy##*
BlockBreakable#fc#fq#gy#hr##Base class for glass and ice (not used directly)
BlockButton#hu#ip#ak#an##*
BlockCactus#hy#iv#an#aq##*
BlockChest#b#b#b#b##*
BlockClay#jv#kx#cv#dg##*
BlockContainer#jt#kv#cs#dd##Base class for block that can have content (not used directly)
BlockCrops#hd#hy#m#m##*
BlockDirt#hz#iw#ao#ar##*
BlockDoor#fw#gn#ie#je##Block used for wooden door and iron door
BlockFence#fh#fv#he#hy##*
BlockFire#og#pu#il#jm##*
BlockFlower#mq#nx#gn#hg##*
BlockFlowing#hv#ir#am#ap##Block used for flowing water and lava
BlockFluids#jp#kr#cn#cx##Base class for fluids (not used directly)
BlockFurnace#ku#lx#dv#eh##*
BlockGlass#ct#da#ed#er##*
BlockGrass#my#of#gz#hs##*
BlockGravel#gz#hu#j#j##*
BlockIce#he#hz#n#n##*
BlockJukeBox#cv#dc#eh#ev##*
BlockLadder#br#bx#cm#cy##*
BlockLeaves#iz#kb#br#cc##*
BlockLeavesBase#hi#id#p#q##Base class for leaves (not used directly). It seems to be separated out possibly as a base class for objects that change textures based on graphics settings (fancy/fast).
BlockLever#no#oy#hs#ip##*
BlockLog#mg#nm#fu#gm##*
BlockMinecartTrack#if#jc#av#ay##*
BlockMobSpawner#bj#bp#ca#cl##*
BlockMushroom#ky#mf#ei#ew##*
BlockObsidian#cm#cs#dx#ek##*
BlockOre#gw#hr#g#g##Block used for gold, iron, diamond and coal
BlockOreBlock#c#c#i#i##Block used for gold, diamond and iron blocks
BlockPressurePlate#al#an#ax#bb##*
BlockRedstoneOre#ai#al#au#az##*
BlockRedstoneTorch#bg#bm#by#cj##*
BlockRedstoneWire#kf#li#dh#dt##*
BlockReed#jm#ko#cg#cr##*
BlockSand#dh#dq#ey#fp##*
BlockSapling#dt#ed#fj#gb##*
BlockSign#lr#mw#fa#fr##Block used for standing signs and wall signs
BlockSnow#fd#fr#ha#hu##*
BlockSnowBlock#p#q#u#v##*
BlockSoil#mi#no#fz#gr##*
BlockSponge#ng#oq#hk#ig##*
BlockStairs#km#lp#do#ea##*
BlockStationary#hn#ii#x#y##Block used for stationary water and lava
BlockStep#oi#pw#ip#jq##Block used for half step and double step
BlockStone#ce#ck#de#dq##*
BlockTNT#q#r#y#z##*
BlockTorch#mj#np#gc#gu##*
BlockWorkbench#cs#cz#ec#eq##*
MobSpawnerHell#*#i#*#o##*
BlockPortal#*#v#*#ag##*
EntityGhast#*#ak#*#ax##EntityGhast
NoiseGenerator2#*#au#*#bk##Don't have proper name for it yet
EntityFireball#*#ax#*#bm##Ghast fireball
ItemFishingRod#*#bh#*#*##*
BlockPumpkin#*#ct#*#ej##*
MobSpawnerDesert#*#de#*#ez##*
WorldGenLightStone1#*#dn#*#fk##*
WorldChunkManagerHell#*#ec#*#ga##*
ScreenShotHelper#*#eg#*#*##*
TexturePortalFX#*#en#*#*##*
ColorizerGrass#*#ep#*#*##*
ColorizerFoliage#*#fl#*#*##*
MobSpawnerBase#*#fy#*#ih##*
RenderFireball#*#gd#*#*##*
TextureWatchFX#*#gh#*#*##*
EnumCreatureType#*#gq#*#jl##*
ModelGhast#*#gu#*#*##*
EntityFish#*#hb#*#jz##*
BlockLightStone#*#hc#*#kb##*
BlockSlowSand#*#ik#*#aa##*
RenderBiped#*#k#*#*##*
cc_0023_jj#*#jj#*#*##*
RenderFish#*#jl#*#*##*
RenderGhast#*#jo#*#*##*
WorldGenHellLava#*#ju#*#bo##*
ChunkProviderHell#*#jy#*#bu##*
WorldGenLightStone2#*#le#*#dn##*
MobSpawnerSwamp#*#lz#*#en##*
NoiseGeneratorOctaves2#*#mu#*#fl##Uses NoiseGenerator2 instead of old Perlin noise generator
cc_0031_nc#*#nc#*#*##*
cc_0032_nw#*#nw#*#*##*
WorldProviderHell#*#nz#*#hk##*
EntityFlying#*#og#*#ht##EntityFlying (Unsure)
WorldGenPumpkin#*#ok#*#ib##*
WorldProvider#*#om#*#ie##*
WorldGenFire#*#oz#*#iq##*
WorldChunkManager#*#pb#*#is##*
EntityPigZombie#*#pg#*#it##EntityZombiePigman
BlockBloodStone#*#po#*#jd##*
cc_0041_iu#*#iu#*#*##*
cc_0042_oj#*#oj#*#*##*
ChatLine#ko#lr#*#*##*
Chunk#ga#gs#im#jn##Chunk of blocks in the world (16x16x128 blocks)
ChunkCache#ci#co#ds#ed##Caches a bunch of chunks of the world
ChunkCoordinates#hc#hx#ir#js##*
ChunkCoordIntPair#ol#pz#iy#ka##Pair of integers used as index of chunk (x,z).
ChunkLoader#le#mi#eo#fe##Implementation of chunk loader
ChunkPosition#mt#oa#gs#hl##*
ChunkProviderClient#lz#nf#*#*##Chunk provider which loads chunks from the server
ChunkProviderGenerate#nw#pk#hy#iy##Chunk provider which generates new chunks (used by other chunk providers)
ChunkProviderIso#ck#cq#*#*##Chunk provider for iso preview client
ChunkProviderLoadOrGenerate#ft#gk#hv#iu##Chunk provider which either loads chunks or generates them with ChunkProviderGenerate
ChunkProviderServer#*#*#ij#jj##Chunk provider which manages chunks on the server for all clients
ClippingHelper#bt#bz#*#*##*
ClippingHelperImplementation#j#l#*#*##*
CodecMus#ep#fc#*#*##Audio codec for .mus files.
CompressedStreamTools#x#z#aj#am##Provides function to read and write gzipped streams, also used to compress NBT compounds
ConsoleLogFormatter#*#*#gx#hq##*
ConsoleLogManager#*#*#fk#gc##*
CraftingInventoryCB#ar#av#*#*##General callbacks for overlay crafting. onGUI_Closed and on_CraftMatrixChanged.
CraftingInventoryPlayerCB#n#o#*#*##Callbacks for the player inventory. (As a side note, methods here are made for a 9 slots matrix, not 4, must be a left over from a previous version before the workbenches)
CraftingInventoryWorkbenchCB#et#fg#*#*##Callbacks for the workbench. Drop items on the ground when closed, check for recipies when changed.
CraftingManager#dw#eh#*#*##Allotment of recipes
CraftingRecipe#bv#cb#*#*##A parsed crafting recipe description
cs_0000_o#*#*#*#o##*
cs_0001_aa#*#*#*#aa##*
cs_0002_ag#*#*#*#ag##*
cs_0003_ax#*#*#*#ax##*
cs_0004_bi#*#*#*#bi##*
cs_0005_bk#*#*#*#bk##*
cs_0006_bm#*#*#*#bm##*
cs_0007_bo#*#*#*#bo##*
cs_0008_bu#*#*#*#bu##*
cs_0009_bz#*#*#*#bz##*
cs_0010_cb#*#*#*#cb##*
cs_0011_ej#*#*#*#ej##*
cs_0012_en#*#*#*#en##*
cs_0013_ez#*#*#*#ez##*
cs_0014_fk#*#*#*#fk##*
cs_0015_fl#*#*#*#fl##*
cs_0016_hk#*#*#*#hk##*
cs_0017_ht#*#*#*#ht##*
cs_0018_ib#*#*#*#ib##*
cs_0019_ie#*#*#*#ie##*
cs_0020_ih#*#*#*#ih##*
cs_0021_iq#*#*#*#iq##*
cs_0022_is#*#*#*#is##*
cs_0023_it#*#*#*#it##*
cs_0024_jd#*#*#*#jd##*
cs_0025_jl#*#*#*#jl##*
cs_0026_jz#*#*#*#jz##*
cs_0027_kb#*#*#*#kb##*
cs_0028_dn#*#*#*#dn##*
cs_0029_ga#*#*#*#ga##*
DownloadImageThreadData#cc#ci#*#*##*
EffectRenderer#bq#bw#*#*##*
Entity#kh#lk#dj#dv##Base class and manager for entities (everything that moves freely, like mobs, players, animals, ...)
EntityAnimals#ag#ai#at#aw##Base class for animals
EntityArrow#kg#lj#di#du##Entity Arrow
EntityBoat#dc#dk#es#fh##Boat
EntityBubbleFX#ba#bf#*#*##Effect for bubbles
EntityChicken#mz#oh#hi#id##Animal chicken
EntityClientPlayerMP#la#md#*#*##Player entity for multiplayer mode (the player who is actually playing on that client)
EntityCow#am#aq#ay#bc##Animal cow
EntityCreature#ek#ex#gh#gz##Base class for creatures (animals and mobs)
EntityCreeper#dd#dl#eu#fj##Mob creeper
EntityDiggingFX#iw#jx#*#*##Effect for digging and breaking blocks
EntityExplodeFX#dp#dy#*#*##Effect for explosion
EntityFallingSand#ff#ft#hc#hw##Sand falling from gravity
EntityFlameFX#jb#kd#*#*##Effect for flame
EntityFX#nq#pc#*#*##Base class for effects
EntityItem#dx#ei#fn#gf##Item (used for almost anything that can be dropped and collected)
EntityLavaFX#cq#cx#*#*##Effect for lava
EntityList#ew#fj#gr#hj##*
EntityLiving#ge#gx#is#jt##Base class for living beings (animals, mobs, players)
EntityMinecart#oc#pq#ih#jh##Entity minecart
EntityMobs#dq#dz#fg#fx##Base class for mobs
EntityOtherPlayerMP#nt#pf#*#*##Player entity for multiplayer mode (other players who are on the same server)
EntityPainting#jc#ke#bu#cf##Entity Painting
EntityPickupFX#cd#cj#*#*##Effect for picking up items
EntityPig#mv#oc#gu#hn##Animal pig
EntityPlayer#dm#dv#fc#ft##Base class for player entity types
EntityPlayerMP#*#*#ea#eo##Player entity for multiplayer mode (server class for all players)
EntityPlayerSP#bi#bo#*#*##Player entity for single player mode
EntityRainFX#nf#op#*#*##Effect for raindrops on the ground
EntityReddustFX#en#fa#*#*##Effect for redstone
EntityRenderer#iq#jq#*#*##*
EntitySheep#bo#bu#cj#cs##Animal sheep
EntitySkeleton#cw#dd#ek#ey##Mob skeleton
EntitySlime#ma#ng#fh#fz##Mob slime
EntitySlimeFX#ig#jd#*#*##Effect for slime and snowballpoof
EntitySmokeFX#nl#ov#*#*##Effect for smoke and large smoke
EntitySnowball#ao#ar#az#bd##Snowball
EntitySorter#fb#fp#*#*##*
EntitySpider#ax#bc#bk#bs##Mob spider
EntitySplashFX#kq#lt#*#*##Effect for splash
EntityTNTPrimed#jd#kg#bx#ch##Entity Primed TNT
EntityTracker#*#*#fw#gp##*
EntityTrackerEntry#*#*#fy#gq##*
EntityZombie#mb#nh#fm#ge##Mob zombie
EntityZombieSimple#hl#ig#q#r##Mob Zombie (Simple)
EnumArt#er#fe#gk#hc##enum of art types
EnumMobType#js#ku#cr#db##enum with everything, mobs and player
EnumOS1#fa#fo#*#*##enum with operating system types
EnumOS2#ih#je#*#*##enum with operating system types
EnumOSMappingHelper#fq#gg#*#*##*
EnumSkyBlock#by#ce#cy#dj##enum with sky and block
Explosion#je#kh#bw#cg##*
FontRenderer#kd#lg#*#*##*
Frustrum#kl#lo#*#*##*
GameSettings#fr#gi#*#*##*
GameWindowListener#fp#gf#*#*##*
GLAllocation#df#do#*#*##Used to allocate gl lists and textures
Gui#lm#mp#*#*##Base class for all gui screens and overlays
GuiButton#fk#fz#*#*##Normal size button
GuiChat#de#dm#*#*##*
GuiChest#ea#el#*#*##*
GuiConflictWarning#iv#jw#*#*##*
GuiConnectFailed#cj#cp#*#*##*
GuiConnecting#mn#nt#*#*##*
GuiContainer#ee#er#*#*##All gui screen for containers like inventory, chest, ...
GuiControls#lw#na#*#*##*
GuiCrafting#hx#it#*#*##*
GuiCrashReport#aq#at#*#*##*
GuiDeleteWorld#ib#iy#*#*##*
GuiDownloadTerrain#dg#dp#*#*##*
GuiEditSign#nv#pi#*#*##*
GuiFurnace#id#ja#*#*##*
GuiGameOver#au#az#*#*##*
GuiIngame#lu#mz#*#*##All overlays of the game while playing
GuiIngameMenu#ie#jb#*#*##*
GuiInventory#lo#ms#*#*##*
GuiLogFormatter#*#*#gb#gt##*
GuiLogOutputHandler#*#*#co#cz##*
GuiMainMenu#cx#df#*#*##*
GuiMajongLogoCanvas#db#dj#*#*##*
GuiMultiplayer#gc#gv#*#*##*
GuiOptions#ay#bd#*#*##*
GuiScreen#bh#bn#*#*##Base class for all gui screens
GuiSelectWorld#jq#ks#*#*##*
GuiSlider#mo#nu#*#*##Slider like the ones for volume in options
GuiSmallButton#o#p#*#*##Smaller button
GuiStatsComponent#*#*#hx#iw##*
GuiStatsListener#*#*#it#ju##*
GuiUnused#as#aw#*#*##Seems to be unused
GuiYesNo#ja#kc#*#*##*
HashEntry#mx#oe#gw#hp##A linked list element for the hash table
HashEntry2#*#*#bt#ce##*
IAnimals#*#*#ab#ad##Interface for animals (empty interface)
IBlockAccess#nm#ox#hq#io##Interface with methods to access (read) single blocks in the world or in caches
ICamera#oe#ps#*#*##*
IChunkLoader#af#ah#aq#at##Interface for chunk loaders
IChunkProvider#aw#bb#bj#br##Interface for chunk providers
ICommandListener#*#*#ef#et##*
IInventory#gh#ha#iw#jx##Interface for all kinds of inventories
ImageBuffer#hb#hw#*#*##*
ImageBufferDownload#jr#kt#*#*##*
IMobs#co#cv#dz#em##Interface for mobs (empty interface)
InventoryCrafting#gu#hp#*#*##*
InventoryCraftResult#mw#od#*#*##*
InventoryLargeChest#hs#io#ah#ak##*
InventoryPlayer#eu#fh#gm#he##*
IProgressUpdate#nu#ph#hw#iv##*
IsoImageBuffer#jj#kl#*#*##Used in iso-listener and has imagebuffer references
IsoListener#ad#af#*#*##Isometric preview canvas
IsomPreviewCanvas#ad#af#*#*##Canvas used for drawing the isometric preview
Item#di#dr#ez#fq##Base class and manager for item types
ItemArmor#mr#nw#go#hf##Item type used for all kinds of armor
ItemAxe#ks#lv#du#eg##*
ItemBlock#av#ba#bi#bq##*
ItemBoat#me#nk#fs#gj##*
ItemBow#jg#ki#bz#ck##*
ItemBucket#ac#ae#ap#as##*
ItemDoor#ec#eo#ga#gs##*
ItemFlintAndSteel#nx#pj#hz#ix##*
ItemFood#oj#px#ix#jy##Used for all food items and as a base for soup
ItemHoe#fu#gl#ia#iz##*
ItemInWorldManager#*#*#in#jo##*
ItemMinecart#jo#kq#ck#cv##*
ItemPainting#od#pr#ik#jk##*
ItemPickaxe#y#aa#al#ao##*
ItemRecord#lg#mk#er#fg##*
ItemRedstone#ef#es#ge#gw##*
ItemReed#gf#gz#iv#jv##*
ItemRenderer#jh#kj#*#*##*
ItemSaddle#jw#ky#cw#dh##*
ItemSeeds#jn#kp#ci#ct##*
ItemSign#md#nj#fq#gi##*
ItemSnowball#bp#bv#ch#cu##*
ItemSoup#ap#as#bd#bh##*
ItemSpade#ms#ny#gq#hi##*
ItemStack#ev#fi#gp#hh##Deals with inventory item stacks, spawns new stacks etc.
ItemSword#iu#jv#bh#bp##*
ItemTool#bs#by#cp#da##*
IUpdatePlayerListBox#*#*#dw#ei##*
IWorldAccess#im#jk#be#bj##*
KeyBinding#it#jt#*#*##*
LoadingScreenRenderer#gr#hm#*#*##*
LogoEffectRandomizer#kc#lf#*#*##Stores random values for each block of the minecraft logo that is flying into the screen at start
MapGenBase#cy#dg#em#fb##*
MapGenCaves#kk#ll#dn#dz##*
Material#gb#gt#iq#jr##Defines material properties for object, like if it can burn, ...
MaterialLiquid#kb#lc#db#dl##*
MaterialLogic#w#y#ag#aj##Material for objects with some kind of logik (growers, redstone circuits, ...)
MaterialTransparent#gg#gy#iu#jw##*
MathHelper#eo#fb#gj#hb##*
MCAppletCanvas#h#h#*#*##*
MCHashTable#fi#fw#hf#hz##*
MCHashTable2#*#*#el#fa##*
MetadataChunkBlock#kn#lq#dp#eb##stores if blocks in a chunk are solid (ground) or air
MinecartTrackLogic#mk#nq#gd#gv##Logic for minecart tracks (looks like it was inner class to minecarttrack)
MinecraftAppletImpl#g#g#*#*##*
MinecraftError#nr#pd#*#*##*
MinecraftException#lx#nd#fd#fu##*
MinecraftImpl#fm#gb#*#*##Implementation of the abstract class Minecraft
ModelBase#fo#ge#*#*##*
ModelBiped#cr#cy#*#*##*
ModelBoat#cl#cr#*#*##*
ModelChicken#kv#ly#*#*##*
ModelCow#dv#ef#*#*##*
ModelCreeper#em#ez#*#*##*
ModelMinecart#hj#ie#*#*##*
ModelPig#ca#cg#*#*##*
ModelQuadraped#hg#ib#*#*##*
ModelRenderer#ip#jp#*#*##*
ModelSheep1#bx#cd#*#*##*
ModelSheep2#gx#hs#*#*##*
ModelSkeleton#fv#gm#*#*##*
ModelSlime#hh#ic#*#*##*
ModelSpider#jy#la#*#*##*
ModelZombie#cb#ch#*#*##*
MouseHelper#mp#nv#*#*##*
MovementInput#lv#nb#*#*##*
MovementInputFromOptions#gd#gw#*#*##*
MovingObjectPosition#mf#nl#fr#gk##*
MusInputStream#hk#if#*#*##Decodes .mus files.
NBTBase#el#ey#gg#ha##Base class of NBT tags
NBTTagByte#ix#jz#bo#bx##*
NBTTagByteArray#dy#ej#fp#gh##*
NBTTagCompound#hm#ih#s#t##*
NBTTagDouble#kr#lu#dt#ef##*
NBTTagEnd#fy#gp#ii#ji##*
NBTTagFloat#f#f#l#l##*
NBTTagInt#io#jn#bf#bl##*
NBTTagList#ki#lm#dm#dy##*
NBTTagLong#gn#hi#d#d##*
NBTTagShort#ls#mx#fb#fs##*
NBTTagString#ne#oo#hj#if##*
NetClientHandler#gy#ht#*#*##Client network handler
NetHandler#lb#mc#ej#ex##Base class for network communication handling
NetLoginHandler#*#*#ew#fn##Server login handler (when clients connect)
NetServerHandler#*#*#id#jc##Server network handler (in the game)
NetworkAcceptThread#*#*#cu#df##*
NetworkListenThread#*#*#dc#do##*
NetworkManager#ii#jf#bb#bf##*
NetworkMasterThread#nh#or#hl#ii##*
NetworkReaderThread#ni#os#hn#ik##*
NetworkWriterThread#nk#ou#ho#il##*
NextTickListEntry#jf#kf#bv#ci##*
NibbleArray#mu#ob#gt#hm##Used to store a nibble (4bit) array of data for things like light maps and chunk data.
NoiseGenerator#bk#bq#cc#cn##Base class for noise generators
NoiseGeneratorOctaves#lp#mt#ev#fm##Layers multiple perlin noise
NoiseGeneratorPerlin#v#x#af#ai##Perlin noise generator
OpenGlCapsChecker#be#bk#*#*##Check OpenGL capabilities (only checks for occlusion query so far)
OsMap#ln#mr#*#*##*
Packet#fn#gc#hp#im##Base class and manager for network packets
Packet0KeepAlive#gi#hd#iz#kc##*
Packet10Flying#eh#eu#gf#gx##*
Packet11PlayerPosition#s#t#aa#ac##*
Packet12PlayerLook#mh#nn#fx#go##*
Packet13PlayerLookMove#ch#cn#dq#ec##*
Packet14BlockDig#fg#fu#hd#hx##*
Packet15Place#do#dx#fe#fv##*
Packet16BlockItemSwitch#dz#ek#fv#gn##*
Packet17AddToInventory#ld#mh#en#fc##*
Packet18ArmAnimation#hf#ia#o#p##*
Packet1Login#hp#il#z#ab##*
Packet20NamedEntitySpawn#gp#hk#c#c##*
Packet21PickupSpawn#ha#hv#k#k##*
Packet22Collect#bm#bs#ce#cp##*
Packet23VehicleSpawn#kj#ln#dl#dx##*
Packet24MobSpawn#ez#fn#gv#ho##*
Packet255KickDisconnect#oh#pv#io#jp##*
Packet29DestroyEntity#ju#kw#ct#de##*
Packet2Handshake#gt#ho#e#e##*
Packet30Entity#lq#mv#ex#fo##*
Packet31RelEntityMove#kp#ls#dr#ee##*
Packet32EntityLook#jx#kz#cx#di##*
Packet33RelEntityMoveLook#is#js#bg#bn##*
Packet34EntityTeleport#jl#kn#cf#cq##*
Packet3Chat#ij#jg#ba#be##*
Packet4UpdateTime#du#ee#fl#gd##*
Packet50PreChunk#ka#ld#da#dm##*
Packet51MapChunk#bz#cf#cz#dk##*
Packet52MultiBlockChange#na#oi#hh#ic##*
Packet53BlockChange#li#ml#et#fi##*
Packet59ComplexEntity#ny#pl#ib#ja##*
Packet5PlayerInventory#m#n#r#s##*
Packet6SpawnPosition#ji#kk#cb#cm##*
Path#fx#go#if#jf##Maintains a sorted set of path points
PathEntity#bl#br#cd#co##Result of the pathfinder processing; used to make an Entity follow a path
Pathfinder#cz#dh#ep#fd##*
PathPoint#a#a#a#a##A point on a path used for pathfinding
PlayerController#hq#im#*#*##*
PlayerControllerMP#nj#ot#*#*##*
PlayerControllerSP#ia#ix#*#*##*
PlayerControllerTest#il#ji#*#*##Not used in the game
PlayerInstance#*#*#ae#ah##An instance of a connected player
PlayerListBox#*#*#h#h##*
PlayerManager#*#*#hg#ia##Manages a list of all connected players
PlayerNBTManager#*#*#cl#cw##*
PositionTexureVertex#ed#eq#*#*##*
PropertyManager#*#*#cq#dc##*
RecipesArmor#l#m#*#*##*
RecipesCrafting#fj#fx#*#*##*
RecipesFood#hr#in#*#*##*
RecipesIngots#lf#mj#*#*##*
RecipeSorter#fs#gj#*#*##*
RecipesTools#dr#ea#*#*##*
RecipesWeapons#nd#on#*#*##*
RedstoneUpdateInfo#np#pa#ht#ir##*
Render#ak#ao#*#*##Base class for all renderers
RenderArrow#gk#hf#*#*##*
RenderBlocks#bc#bi#*#*##*
RenderBoat#cp#cw#*#*##*
RenderChicken#eq#fd#*#*##*
RenderCow#mc#ni#*#*##*
RenderCreeper#d#e#*#*##*
RenderEngine#ey#fm#*#*##*
RenderEntity#gj#he#*#*##*
RenderFallingSand#dj#ds#*#*##*
RenderGlobal#e#d#*#*##*
RenderHelper#i#j#*#*##Used by renderers to switch renderstates and also contains some other tool functions
RenderItem#ab#ad#*#*##*
RenderList#kw#ma#*#*##*
RenderLiving#dn#dw#*#*##*
RenderManager#kx#mb#*#*##All render classes are assigned to entity types here
RenderMinecart#kt#lw#*#*##*
RenderPainting#bw#cc#*#*##*
RenderPig#gm#hh#*#*##*
RenderPlayer#bu#ca#*#*##*
RenderSheep#ns#pe#*#*##*
RenderSlime#gq#hl#*#*##*
RenderSnowball#ei#ev#*#*##*
RenderSorter#gl#hg#*#*##Used to sort rendering list from the position of the player relative to the object (front-to-back or back-to-front rendering?)
RenderSpider#ok#py#*#*##*
RenderTNTPrimed#hw#is#*#*##*
RenderZombieSimple#nz#pm#*#*##*
ScaledResolution#iy#ka#*#*##*
ServerCommand#*#*#ai#al##Holds the server command and a reference to the command handler
ServerConfigurationManager#*#*#ft#gl##*
ServerGUI#*#*#fo#gg##*
ServerGuiCommandListener#*#*#v#w##*
ServerGuiFocusAdapter#*#*#w#x##*
ServerWindowAdapter#*#*#t#u##*
Session#dl#du#*#*##Stores username and session id
SignModel#jk#km#*#*##*
Slot#dk#dt#*#*##Inventory slot base class
SlotArmor#lj#mo#*#*##Inventory slot used for the 4 equip slots for armor.
SlotCrafting#an#ap#*#*##Inventory slot containing the crafting result.
SlotInventory#mm#ns#*#*##Inventory slot for items, blocks, ... Also used for creafting matrix 2x2 & 3x3
SoundManager#of#pt#*#*##*
SoundPool#eb#em#*#*##*
SoundPoolEntry#ah#aj#*#*##*
SpawnerAnimals#az#be#bl#bt##Used to spawn creatures near to players. There are two instances, one which spawns animals and one (of the subclass) that spawns monsters.
SpawnerMonsters#k#*#hu#*##The only functional difference between this and the parent class is that monsters are guaranteed not to spawn with y coordinate less than 8.
StepSound#bb#bg#bq#ca##Sound type when walking on a block type
StepSoundSand#t#u#ac#ae##client side refers to gravel
StepSoundStone#u#w#ad#af##client side refers to glass
TerrainTextureManager#lt#my#*#*##*
Tessellator#ho#ij#*#*##Draws vertexes
TextureCompassFX#aa#ac#*#*##*
TexturedQuad#ll#mq#*#*##*
TextureFlamesFX#jz#lb#*#*##*
TextureFX#z#ab#*#*##Base class for texture effects (lava, flames, compass, ...)
TextureLavaFlowFX#eg#et#*#*##*
TextureLavaFX#at#ay#*#*##*
TextureWaterFX#ml#nr#*#*##*
TexureWaterFlowFX#ht#iq#*#*##*
ThreadCommandReader#*#*#bn#bw##Get input from commandline
ThreadConnectToServer#nc#ol#*#*##*
ThreadDownloadImage#kz#me#*#*##*
ThreadDownloadImageData#cc#ci#*#*##*
ThreadDownloadResources#bf#bl#*#*##*
ThreadLoginVerifier#*#*#dd#dp##Verify username/password at the minecraft.net website
ThreadMonitorConnection#*#*#hm#ij##*
ThreadRunIsoClient#lh#mm#*#*##*
ThreadServerApplication#*#*#bm#bv##Main thread of the server application
ThreadSleepForever#fl#ga#bp#by##*
TileEntity#ic#iz#as#av##*
TileEntityChest#fe#fs#hb#hv##Implement gh (inventory classe). Class inheritance is stronger than interface implementations for the naming scheme.
TileEntityFurnace#ke#lh#df#dr##Implement gh (inventory classe). Class inheritance is stronger than interface implementations for the naming scheme.
TileEntityMobSpawner#bd#bj#bs#cd##*
TileEntityMobSpawnerRenderer#r#s#*#*##*
TileEntityRenderer#fz#gr#*#*##*
TileEntitySign#ob#pp#ig#jg##*
TileEntitySignRenderer#in#jm#*#*##*
TileEntitySpecialRenderer#ex#fk#*#*##*
Timer#ir#jr#*#*##Used to profile the game for performance stats
UnexpectedThrowable#go#hj#*#*##*
Vec3D#aj#am#aw#ba##A Vector consisting of 3 doubles, with helper functions. Name Vec to avoid clash with java.lang.Vector
World#cn#cu#dy#el##Manager class for the world (only used directly on the client for singleplayer)
WorldBlockPositionType#lc#mg#*#*##Stores block positions and types
WorldClient#gs#hn#*#*##World on the client for multiplayer
WorldGenBigTree#ej#ew#gi#gy##Grows big trees
WorldGenCactus#da#di#eq#ff##*
WorldGenClay#gv#hq#f#f##*
WorldGenDungeons#cg#cm#dk#dw##Generates dungeons
WorldGenerator#ik#jh#bc#bg##Base class for world generators
WorldGenFlowers#ae#ag#ar#au##Generates flowers and mushrooms
WorldGenLiquids#nn#ow#hr#in##Generate water and lava
WorldGenMinable#cu#db#eg#eu##Generates dirt, gravel, coal ore, iron ore, gold ore, redstone ore and diamond ore in underground
WorldGenReed#es#ff#gl#hd##*
WorldGenTrees#oa#pn#ic#jb##Grows normal trees
WorldIso#lk#mn#*#*##Derived world class for Isometric preview applet
WorldManager#*#*#eb#ep##*
WorldRenderer#bn#bt#*#*##*
WorldServer#*#*#ee#es##Server world manager



Data (name 1.1.0, name 1.2.0 )
Code:


ga gs------------------------
gb gt
gc gv
gd gw
ge gx
gf gz
gg gy
gh ha
gi hd
gj he
gk hf
gl hg
gm hh
gn hi
go hj
gp hk
gq hl
gr hm
gs hn-------------------------------------------
gt ho
gu hp
gv hq
gw hr
gx hs
gy ht
gz hu
h h
ha hv
hb hw
hc hx
hd hy
he hz
hf ia
hg ib
hh ic
hi id
hj ie
hk if
hl ig
hm ih
hn ii
ho ij
hp il
hq im
hr in
hs io
ht iq
hu ip
hv ir
hw is
hx it-------------------------------------------
hy iv
hz iw
i j
ia ix
ib iy
ic iz
id ja
ie jb
if jc
ig jd
ih je
ii jf
ij jg
ik jh
il ji
im jk
in jm
io jn
ip jp
iq jq
ir jr
is js
it jt
iu jv
iv jw
iw jx
ix jz
iy ka
iz kb
j l
ja kc
jb kd
jc ke
jd kg
je kh
jf kf
jg ki
jh kj
ji kk
jj kl
jk km
jl kn
jm ko
jn kp
jo kq
jp kr
jq ks
jr kt
js ku
jt kv
ju kw
jv kx
jw ky
jx kz
jy la
jz lb
k *
ka ld
kb lc
kc lf
kd lg
ke lh
kf li
kg lj
kh lk
ki lm
kj ln
kk ll
kl lo
km lp
kn lq
ko lr
kp ls
kq lt
kr lu
ks lv
kt lw
ku lx
kv ly
kw ma
kx mb
ky mf
kz me
l m
la md
lb mc
lc mg
ld mh
le mi
lf mj
lg mk
lh mm
li ml
lj mo
lk mn
ll mq
lm mp
ln mr
lo ms
lp mt
lq mv
lr mw
ls mx
lt my
lu mz
lv nb
lw na
lx nd
ly ne
lz nf
m n
ma ng
mb nh
mc ni
md nj
me nk
mf nl
mg nm
mh nn
mi no
mj np
mk nq
ml nr
mm ns
mn nt
mo nu
mp nv
mq nx
mr nw
ms ny
mt oa
mu ob
mv oc
mw od
mx oe
my of
mz oh
n o
na oi
nc ol
nd on
ne oo
nf op
ng oq
nh or
ni os
nj ot
nk ou
nl ov
nm ox
nn ow
no oy
np pa
nq pc
nr pd
ns pe
nt pf
nu ph
nv pi
nw pk
nx pj
ny pl
nz pm
o p
oa pn
ob pp
oc pq
od pr
oe ps
of pt
og pu
oh pv
oi pw
oj px
ok py
ol pz
p q
q r
r s
s t
t u
u w
v x
w y
x z
y aa
z ab

Tei
Admin

Posts : 32
Join date : 2010-10-15

View user profile http://mcdocs.team-talk.net

Back to top Go down

FIXED (sorry if this spams the page a little)

Post  Zed_Oud on Wed Apr 13, 2011 4:10 am

I didn't think this warranted its own topic:
Tada! (sorry if this spams the page a little)
Copy into a txt file for ease of access and ctrl-f ing
An Index, ordered along the left column from largest to smallest class files from the 1.3_01 minecraft.jar with the corresponding switched names in 1.4_01 next to them.
format -xx xx___
in ___ a - or -- or --- or something else may appear
when there are these kind of symbols after the line, check your code and the file to make sure you refer to the right variables etc.
- = some sort of (significant) changes
-- = prob more changes (most likely switched, sometimes missing variables)
--- lots or possibly destructive changes, or I might be unsure as to whether that is its match. (a ? is usually present for the latter)

OLD > NEW

Code:
-bw ca
-dt eb
-h i
-om pb
-mh mw
-qk ra
-iz jm
-tj ug
-td tz-
-mr nh
-it jg
-kb ko
-hf ho-
-fd fm-
-ol pa
-nd nt
-qf qv
-jd jq
-an ap
-ex fg
-gk gt
-tn uk
-fr ga
-cr cx
-bb be
-ok oz
-di dq
-mo nd
-ig is
-kv lj
-nq og
-rd oz
-io jb
-lb lq
-eo ew-
-bd bg
-qz rr
-br bv-
-eh ep--
-le lt
-gy hh
-qe qu
-ad ae
-qi qy
-c d
-op pe
-im iz
-rs sn
-ff fo
-pk pz
-al am
-or pg
-sq tm
-ca cg
-lx mm
-sp tl
-ck cp
-bj bn
-qy rp
-md ms
-tm uj-
-ab ac
-el et
-oi ox
-pv ql
-ih iu
-na nq
-jr ke
-at aw
-dx ef
-fp fy
-sk tg
-ct da
-os ph
-ba bd
-my no
-fs gb
-ay bb
-gg gp
-r s
-lt mj-
-bz ce
-cj co
-fq fz
-cn cs
-oj oy
-dj dr
-ob or
-cb cf
-ec ek
-oz po
-qt rj-
-pd ps
-bf bj
-hz ik
-cu db
-aw az
-ks lg
-nr oh
-sv tr
-gz hi
-ai aj
-gm gv
-kg ku
-su tq
-dn dv
-hv ig
-qd qt
-bg bk
-qm rc-
-cc ch
-dc dj
-ss to
-pg pv
-hr ib
-dz eh
-jp kc
-ha hj
-lz mn
-co cu
-ra rs
-pt qj--
-lk lz
-ax ba
-iq jd
-if ir
-lq mg
-li lx
-ky ln
-am an
-bx cc
-sy tu
-pm qb
-qx ro
-pe pt
-qb qr
-hm hw
-iw jk
-oy pn
-tb tx
-gn gw
-nk oa
-cl cq
-sd sy
-in ja
-rv sq
-fy gh
-gp gy
-ll ma
-is jf
-hw ih
-gi gr
-pa pp
-tp um
-np of
-ak al
-ns oi
-ji jv
-mg mv
-bk bo
-il iy
-mq ng
-sz tv
-sm ti
-eb ej
-w x
-gl gu
-hh hq
-ku li
-kl kz
-go gx
-oc os
-nl ob
-mx nn
-lh lw
-f g
-kd kq
-tf ub
-eg eo
-lc lr
-jw kj
-ho hy
-da dh
-rb rv
-ga gj
-ep ex
-ew ff
-ma mp
-me mt
-bq bu
-hn hx
-pw qm--- very changed
-rj sd
-gv he
-eq ey
-p q
-kf kr
-ei eq
-no oe
-hi hr
-er ez
-mz np
-ql rb
-jo kb
-fx gg
-px qn
-fl fu
-jn ka
-qg qw---variables
-pu qk
-dw ee
-ce cj
-lr mf
-ru sp
-gq gz
-rg sa
-fo fw
-rt so
-fi fr
-mv nl
-sg tb
-bp bt
-ko lc
-fg fp
-fh fq
-py qo
-df dm
-rx ss
-ev fe
-ds ea
-cq cw
-ed el
-ml na
-lo md
-ki kw
-jv ki
-dm du
-ij iw
-bm bq
-iu jh
-sn tj
-pc pr
-ib im
-q r
-dq dy
-nj nz
-rf rz
-au az
-ms ni-
-iv ji
-gw hf
-qs ri
-ry st
-b c
-rr sm
-qv rl
-ag ah
-z aa
-qa qq
-bs bw
-cg cl
-t u
-hu ie
-es fa
-oe ou
-rc rw
-jb jo
-lg lv
-oo pd
-ia il
-fm fv
-bl bp
-mn nc
-kx lm
-hp hz
-eu fc
-rq sl
-y z
-mi mx
-sc sx
-kh kv
-la lp
-do dw
-x y
-km la
-fw gf
-dk ds
-mp nf
-np nr
-rn si
-pp qe
-rh sb
-qr rh-
-iy jl
-dv ed
-pf pu
-ix jj
-mw nm
-kp ld
-rl sf
-cv dc
-fb fk
-lp me
-pq qg
-i j
-fv ge
-ro sj
-ht id
-on pc
-gu hd
-qq rg
-dd dk
-ld ls
-re ry
-cp cv
-mj my
-pj py
-jq kd
-sf ta
-sh tc
-ly mo
-n kt
-a b
-av ay
-tc ty
-lm mb
-ez fi-
-aj ak
-gx hg
-he hn
-cw dd
-oq pf
-m o
-dp dx
-qw rm
-bc bf
-hq ia
-ek es
-ee em
-lf lu
-em eu
-fj fs
-od ot
-et fb
-gj gs
-qo re
-s t
-nw om
-aq as
-ge gn
-gh gq
-en ev
-k m
-kk ky
-po qd
-gd gm
-ap aq
-ka kn
-fz gi
-ch cm
-nf nv
-rp sk
-bh bl
-u v
-nh nx
-ey fh
-sa sv
-tk uh
-v w
-pn qc
-ot pi
-bv bz
-ft gc
-qn rd
-hy ij
-jx kk
-nm oc
-jy kl
-sr tn
-og ow
-nn od
-fc fl
-se sz
-jh ju
-oa oq
-gs hb
-ik ix
-rm sh
-ts up
-tt uq
-mm nb
-tq un-
-cz dg
-ju kh
-pz qp
-kn lb
-lu mi
-to ul
-hc hl
-ci cn
-kq le
-hl hv
-si td
-dy eg
-lw ml
-ti uf
-qu rk
-ir je
-jj jw
-fu gd
-jt kg
-pl qa
-mc mr
-sx tt
-az bc
-e f
-ri sc
-kj kx
-so tk
-id io
-ah ai
-ov pk
-ow pl
-ph pw
-qc qs
-bt bx
-j l
-bu by
>oh outdated?---- *check bottom*
-jl jy
-mu nk
-kw ll
-mb mq
ii ??? jw---
-sj tf
-bn br
-bi bm
-dl dt
-fn fx
mt ? ju
  ? nj
-nv ol
-hs ic
-mf mu
-nt oj
-nz op
-hb hk
-nc ns
-hx ii
-cd ci
-bo bs
-cm cr
-js kf
-kr lf
-af ag
-kz lo-
-gt hc
-ic in
-as au
-jg jt
-jc jp
-l n
-dg dn
-qp rf
-gc gl
-te ua
-ln mc
-pi px
-sl th
-ni ny
-jf js
-fk ft
-jz kz
-rk se
-jk jx
-qh qx
-tr uo--
-ny oo
-sb sw
-dr dz
-ip jc
-ng nw
-kc kp
-gr ha
-hk hu
-ao ar
-ne nu--
-ea ei
-de dl
-fa fj
-lv mk
-rw sr
-nx on
-ps qi
-hg hp
-je jr
-be bh
-by cd
-st tp
-rz su
-dh do
-ac ad
-aa ab
-jm jz
-th ue
-g h
-d e
-ar at
-ae af
-ja jn
-of ov
-ox pm
-ta tw
-cy df
-mk mz
-tl ui
-db di
-ou pj
-cs cy
-ke ks
-kt lh
-o p
-lj ly
-tg uc
-qj qz
-cx de
-gb gk
-sw ts
-du ec
-ej er
-pb pq
-cf ck
-ie ip
-hd cb
-ls mh
-nu ok
-ef en
-fe fn
-gf go
-hj ht
-pr qh

* (oh.class) might refer to some sort of Logo Effect Randomizer (which would supposedly "store random values for each block of the minecraft logo that is flying into the screen at the start") as my method of refering to MCP's databases would tell me.


Last edited by Zed_Oud on Wed Apr 13, 2011 4:13 am; edited 1 time in total (Reason for editing : Forgot to put text in a code block)

Zed_Oud

Posts : 1
Join date : 2011-04-13

View user profile

Back to top Go down

Re: Google Docs: "Help for advanced modding" spreadshet

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum