Add 1.21.70 support
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55
legacyver/legacypacket/level_sound_event.go
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55
legacyver/legacypacket/level_sound_event.go
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package legacypacket
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import (
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"github.com/akmalfairuz/legacy-version/legacyver/proto"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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// LevelSoundEvent is sent by the server to make any kind of built-in sound heard to a player. It is sent to,
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// for example, play a stepping sound or a shear sound. The packet is also sent by the client, in which case
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// it could be forwarded by the server to the other players online. If possible, the packets from the client
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// should be ignored however, and the server should play them on its own accord.
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type LevelSoundEvent struct {
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// SoundType is the type of the sound to play. It is one of the constants above. Some of the sound types
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// require additional data, which is set in the EventData field.
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SoundType uint32
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// Position is the position of the sound event. The player will be able to hear the direction of the sound
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// based on what position is sent here.
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Position mgl32.Vec3
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// ExtraData is a packed integer that some sound types use to provide extra data. An example of this is
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// the note sound, which is composed of a pitch and an instrument type.
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ExtraData int32
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// EntityType is the string entity type of the entity that emitted the sound, for example
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// 'minecraft:skeleton'. Some sound types use this entity type for additional data.
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EntityType string
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// BabyMob specifies if the sound should be that of a baby mob. It is most notably used for parrot
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// imitations, which will change based on if this field is set to true or not.
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BabyMob bool
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// DisableRelativeVolume specifies if the sound should be played relatively or not. If set to true, the
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// sound will have full volume, regardless of where the Position is, whereas if set to false, the sound's
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// volume will be based on the distance to Position.
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DisableRelativeVolume bool
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// EntityUniqueID is the unique ID of a source entity. The unique ID is a value that remains consistent across
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// different sessions of the same world, but most servers simply fill the runtime ID of the entity out for
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// this field.
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EntityUniqueID int64
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}
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// ID ...
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func (*LevelSoundEvent) ID() uint32 {
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return packet.IDLevelSoundEvent
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}
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func (pk *LevelSoundEvent) Marshal(io protocol.IO) {
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io.Varuint32(&pk.SoundType)
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io.Vec3(&pk.Position)
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io.Varint32(&pk.ExtraData)
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io.String(&pk.EntityType)
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io.Bool(&pk.BabyMob)
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io.Bool(&pk.DisableRelativeVolume)
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if proto.IsProtoGTE(io, proto.ID786) {
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io.Int64(&pk.EntityUniqueID)
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}
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}
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