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## Uses of Interface
net.minecraft.src.IBlockAccess

Packages that use IBlockAccess
cpw.mods.fml.client.modloader |
cpw.mods.fml.client.registry |
net.minecraft.src |

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.src

Classes in net.minecraft.src that implement IBlockAccess
`class` | `ChunkCache`
`class` | `DemoWorldServer`
`class` | `World`
`class` | `WorldClient`
`class` | `WorldServer`
`class` | `WorldServerMulti`

Fields in net.minecraft.src declared as IBlockAccess
`IBlockAccess` | `RenderBlocks.blockAccess` The IBlockAccess used by this instance of RenderBlocks

Methods in net.minecraft.src 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 this block, 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.
`boolean` | `BlockRedstoneTorch.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockButton.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockRedstoneWire.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockTripWireSource.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockPressurePlate.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `Block.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockLever.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockRedstoneRepeater.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `BlockDetectorRail.isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`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.
`boolean` | `BlockRedstoneTorch.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockButton.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockRedstoneWire.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockTripWireSource.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockPressurePlate.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `Block.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockLever.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockRedstoneRepeater.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `BlockDetectorRail.isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`static boolean` | `BlockRedstoneWire.isPowerProviderOrWire(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.
`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.
`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)`

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

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