to get a TileEntity properly, according to my additional Interfaces. Normally you should set aLoadUnloadedChunks to false, unless you have already checked these Coordinates, or you want to load Chunks
(World aWorld, ChunkCoordinates aCoords, byte aSide, boolean aLoadUnloadedChunks)
| 333 | |
| 334 | /** to get a TileEntity properly, according to my additional Interfaces. Normally you should set aLoadUnloadedChunks to false, unless you have already checked these Coordinates, or you want to load Chunks */ |
| 335 | public static DelegatorTileEntity<TileEntity> te(World aWorld, ChunkCoordinates aCoords, byte aSide, boolean aLoadUnloadedChunks) { |
| 336 | return te(aWorld, aCoords.posX, aCoords.posY, aCoords.posZ, aSide, aLoadUnloadedChunks); |
| 337 | } |
| 338 | /** to get a TileEntity properly, according to my additional Interfaces. Normally you should set aLoadUnloadedChunks to false, unless you have already checked these Coordinates, or you want to load Chunks */ |
| 339 | public static DelegatorTileEntity<TileEntity> te(World aWorld, int aX, int aY, int aZ, byte aSide, boolean aLoadUnloadedChunks) { |
| 340 | TileEntity aTileEntity = te(aWorld, aX, aY, aZ, aLoadUnloadedChunks); |