(AxisAlignedBB bb)
| 2035 | } |
| 2036 | |
| 2037 | public boolean isFlammableWithin(AxisAlignedBB bb) |
| 2038 | { |
| 2039 | int i = MathHelper.floor_double(bb.minX); |
| 2040 | int j = MathHelper.floor_double(bb.maxX + 1.0D); |
| 2041 | int k = MathHelper.floor_double(bb.minY); |
| 2042 | int l = MathHelper.floor_double(bb.maxY + 1.0D); |
| 2043 | int i1 = MathHelper.floor_double(bb.minZ); |
| 2044 | int j1 = MathHelper.floor_double(bb.maxZ + 1.0D); |
| 2045 | |
| 2046 | if (this.isAreaLoaded(i, k, i1, j, l, j1, true)) |
| 2047 | { |
| 2048 | BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos(); |
| 2049 | |
| 2050 | for (int k1 = i; k1 < j; ++k1) |
| 2051 | { |
| 2052 | for (int l1 = k; l1 < l; ++l1) |
| 2053 | { |
| 2054 | for (int i2 = i1; i2 < j1; ++i2) |
| 2055 | { |
| 2056 | Block block = this.getBlockState(blockpos$mutableblockpos.func_181079_c(k1, l1, i2)).getBlock(); |
| 2057 | |
| 2058 | if (block == Blocks.fire || block == Blocks.flowing_lava || block == Blocks.lava) |
| 2059 | { |
| 2060 | return true; |
| 2061 | } |
| 2062 | } |
| 2063 | } |
| 2064 | } |
| 2065 | } |
| 2066 | |
| 2067 | return false; |
| 2068 | } |
| 2069 | |
| 2070 | /** |
| 2071 | * handles the acceleration of an object whilst in water. Not sure if it is used elsewhere. |
no test coverage detected