will check if the x , z position specified is alright to be set as the map spawn point concode_field_sep boolean isHellWorld concode_elem_sep boolean hasNoSky concode_elem_sep int dimensionId concode_elem_sep float[] moonPhaseFactors concode_elem_sep float[] colorsSunriseSunset concode_elem_sep WorldType terrainType concode_elem_sep WorldChunkManager worldChunkMgr concode_elem_sep String __OBFID concode_elem_sep String field_82913_c concode_elem_sep World worldObj concode_elem_sep float[] lightBrightnessTable concode_field_sep float getCloudHeight concode_elem_sep String getDimensionName concode_elem_sep int getAverageGroundLevel concode_elem_sep double getVoidFogYFactor concode_elem_sep IChunkProvider createChunkGenerator concode_elem_sep boolean doesXZShowFog concode_elem_sep boolean isSkyColored concode_elem_sep WorldProvider getProviderForDimension concode_elem_sep int getMoonPhase concode_elem_sep boolean canRespawnHere concode_elem_sep boolean isSurfaceWorld concode_elem_sep boolean getWorldHasVoidParticles concode_elem_sep Vec3 getFogColor concode_elem_sep ChunkCoordinates getEntrancePortalLocation concode_elem_sep void registerWorldChunkManager concode_elem_sep void registerWorld concode_elem_sep float[] calcSunriseSunsetColors concode_elem_sep void generateLightBrightnessTable concode_elem_sep float calculateCelestialAngle
boolean function ( int arg0 , int arg1 ) { return this . worldObj . getTopBlock ( arg0 , arg1 ) == Blocks . grass ; }