Add 1.21.20
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49
legacyver/legacypacket/emote_packet.go
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49
legacyver/legacypacket/emote_packet.go
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@@ -0,0 +1,49 @@
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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/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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const (
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EmoteFlagServerSide = 1 << iota
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EmoteFlagMuteChat
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)
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// Emote is sent by both the server and the client. When the client sends an emote, it sends this packet to
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// the server, after which the server will broadcast the packet to other players online.
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type Emote struct {
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// EntityRuntimeID is the entity that sent the emote. When a player sends this packet, it has this field
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// set as its own entity runtime ID.
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EntityRuntimeID uint64
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// EmoteLength is the number of ticks that the emote lasts for.
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EmoteLength uint32
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// EmoteID is the ID of the emote to send.
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EmoteID string
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// XUID is the Xbox User ID of the player that sent the emote. It is only set when the emote is used by a player that
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// is authenticated with Xbox Live.
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XUID string
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// PlatformID is an identifier only set for particular platforms when using an emote (presumably only for Nintendo
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// Switch). It is otherwise an empty string, and is used to decide which players are able to emote with each other.
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PlatformID string
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// Flags is a combination of flags that change the way the Emote packet operates. When the server sends
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// this packet to other players, EmoteFlagServerSide must be present.
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Flags byte
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}
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// ID ...
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func (*Emote) ID() uint32 {
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return packet.IDEmote
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}
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func (pk *Emote) Marshal(io protocol.IO) {
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io.Varuint64(&pk.EntityRuntimeID)
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io.String(&pk.EmoteID)
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if proto.IsProtoGTE(io, proto.ID729) {
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io.Varuint32(&pk.EmoteLength)
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}
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io.String(&pk.XUID)
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io.String(&pk.PlatformID)
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io.Uint8(&pk.Flags)
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}
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