basically , this is redirecting the boolean check to where the worldserver is checked first , then our event is thrown . note that the #setentitytype class needs to be called first toactively set the entity type being used . concode_field_sep String BIOME_CAN_SPAWN_ANIMAL concode_elem_sep boolean captureBlocks concode_elem_sep String WORLD_SERVER_SPAWN_ENTITY concode_elem_sep EntityType spawnerEntityType concode_elem_sep String WORLD_SPAWN_ENTITY concode_elem_sep Class<? extends Entity> spawnerEntityClass concode_elem_sep String WORLD_CAN_SPAWN_CREATURE concode_elem_sep String WEIGHTED_RANDOM_GET concode_elem_sep boolean spawnerStart concode_field_sep boolean onSpawnEntityInWorldGen concode_elem_sep void onPerformWorldGenSpawningReturn concode_elem_sep boolean onFindChunksForSpawningEligiblePlayer concode_elem_sep void onFindChunksForSpawningHead concode_elem_sep void onFindChunksForSpawningReturn concode_elem_sep boolean check concode_elem_sep int adjustCheckRadiusForServerView concode_elem_sep boolean onCanGenerate concode_elem_sep WeightedRandom.Item onGetRandom concode_elem_sep boolean onSpawnEntityInWorld concode_elem_sep void onPerformWorldGenSpawningHead concode_elem_sep void setEntityType
boolean function ( WorldServer arg0 , EnumCreatureType arg1 , BiomeGenBase . SpawnListEntry arg2 , BlockPos arg3 ) { setEntityType ( arg2 . entityClass ) ; return arg0 . canCreatureTypeSpawnHere ( arg1 , arg2 , arg3 ) && check ( arg3 , arg0 ) ; }