Add 1.21.70 support

This commit is contained in:
AkmalFairuz
2025-03-26 16:05:51 +07:00
parent c2e97e366d
commit 01dc76ffeb
16 changed files with 9435 additions and 33 deletions

View File

@@ -0,0 +1,55 @@
package legacypacket
import (
"github.com/akmalfairuz/legacy-version/legacyver/proto"
"github.com/go-gl/mathgl/mgl32"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
// LevelSoundEvent is sent by the server to make any kind of built-in sound heard to a player. It is sent to,
// for example, play a stepping sound or a shear sound. The packet is also sent by the client, in which case
// it could be forwarded by the server to the other players online. If possible, the packets from the client
// should be ignored however, and the server should play them on its own accord.
type LevelSoundEvent struct {
// SoundType is the type of the sound to play. It is one of the constants above. Some of the sound types
// require additional data, which is set in the EventData field.
SoundType uint32
// Position is the position of the sound event. The player will be able to hear the direction of the sound
// based on what position is sent here.
Position mgl32.Vec3
// ExtraData is a packed integer that some sound types use to provide extra data. An example of this is
// the note sound, which is composed of a pitch and an instrument type.
ExtraData int32
// EntityType is the string entity type of the entity that emitted the sound, for example
// 'minecraft:skeleton'. Some sound types use this entity type for additional data.
EntityType string
// BabyMob specifies if the sound should be that of a baby mob. It is most notably used for parrot
// imitations, which will change based on if this field is set to true or not.
BabyMob bool
// DisableRelativeVolume specifies if the sound should be played relatively or not. If set to true, the
// sound will have full volume, regardless of where the Position is, whereas if set to false, the sound's
// volume will be based on the distance to Position.
DisableRelativeVolume bool
// EntityUniqueID is the unique ID of a source entity. The unique ID is a value that remains consistent across
// different sessions of the same world, but most servers simply fill the runtime ID of the entity out for
// this field.
EntityUniqueID int64
}
// ID ...
func (*LevelSoundEvent) ID() uint32 {
return packet.IDLevelSoundEvent
}
func (pk *LevelSoundEvent) Marshal(io protocol.IO) {
io.Varuint32(&pk.SoundType)
io.Vec3(&pk.Position)
io.Varint32(&pk.ExtraData)
io.String(&pk.EntityType)
io.Bool(&pk.BabyMob)
io.Bool(&pk.DisableRelativeVolume)
if proto.IsProtoGTE(io, proto.ID786) {
io.Int64(&pk.EntityUniqueID)
}
}