Well, the parameters are:
-
clazz
: the entity class you want to check for, for example
EntityPlayer
will get all the
EntityPlayers
in the radius.
-
aabb
: an AxisAlignedBB which specified the box it will search for entities in. You get one using
AxisAlignedBB.getBoundingBox()
.
-
filter
: an IEntitySelector to specifiy which entities are applicable to put in the List. You can either make a new one, or use one of the existing ones.
The italics are caused by getting a value from an array with an index of i, for example, you have this:
GuiButtonPseudoSlot pSlot = pSlots[i];
if (pSlot.pointIsOver(x, y)) {...}
The forums sees the
[i.]
bit (no dot) as a italics sign, so it set's everything after that in italics.
If you only want to change the icon based on metadata, override
getIconFromDamage(int damage)
. If you also want to change the icon based on the NBT or something else, override
getIconIndex(ItemStack)
.
Did you try to pass
Material.water
as your block material? Because it shouldn't render the side if the material of the block next to it is the same material.
What's at this line of the code?
at com.baublelicious.blocks.TileentityPedistalRenderer.renderTileEntityAt(TileentityPedistalRenderer.java:86) ~[TileentityPedistalRenderer.class:?]