Add 1.21.2 & 1.21.0 support
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76
legacyver/legacypacket/add_actor.go
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76
legacyver/legacypacket/add_actor.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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// AddActor is sent by the server to the client to spawn an entity to the player. It is used for every entity
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// except other players, for which the AddPlayer packet is used.
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type AddActor struct {
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// EntityUniqueID is the unique ID of the 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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// EntityRuntimeID is the runtime ID of the entity. The runtime ID is unique for each world session, and
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// entities are generally identified in packets using this runtime ID.
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EntityRuntimeID uint64
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// EntityType is the string entity type of the entity, for example 'minecraft:skeleton'. A list of these
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// entities may be found online.
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EntityType string
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// Position is the position to spawn the entity on. If the entity is on a distance that the player cannot
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// see it, the entity will still show up if the player moves closer.
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Position mgl32.Vec3
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// Velocity is the initial velocity the entity spawns with. This velocity will initiate client side
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// movement of the entity.
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Velocity mgl32.Vec3
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// Pitch is the vertical rotation of the entity. Facing straight forward yields a pitch of 0. Pitch is
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// measured in degrees.
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Pitch float32
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// Yaw is the horizontal rotation of the entity. Yaw is also measured in degrees.
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Yaw float32
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// HeadYaw is the same as Yaw, except that it applies specifically to the head of the entity. A different value for
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// HeadYaw than Yaw means that the entity will have its head turned.
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HeadYaw float32
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// BodyYaw is the same as Yaw, except that it applies specifically to the body of the entity. A different value for
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// BodyYaw than HeadYaw means that the entity will have its body turned, although it is unclear what the difference
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// between BodyYaw and Yaw is.
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BodyYaw float32
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// Attributes is a slice of attributes that the entity has. It includes attributes such as its health,
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// movement speed, etc.
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Attributes []protocol.AttributeValue
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// EntityMetadata is a map of entity metadata, which includes flags and data properties that alter in
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// particular the way the entity looks. Flags include ones such as 'on fire' and 'sprinting'.
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// The metadata values are indexed by their property key.
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EntityMetadata map[uint32]any
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// EntityProperties is a list of properties that the entity inhibits. These properties define and alter specific
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// attributes of the entity.
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EntityProperties protocol.EntityProperties
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// EntityLinks is a list of entity links that are currently active on the entity. These links alter the
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// way the entity shows up when first spawned in terms of it shown as riding an entity. Setting these
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// links is important for new viewers to see the entity is riding another entity.
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EntityLinks []proto.EntityLink
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}
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// ID ...
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func (*AddActor) ID() uint32 {
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return packet.IDAddActor
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}
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func (pk *AddActor) Marshal(io protocol.IO) {
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io.Varint64(&pk.EntityUniqueID)
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io.Varuint64(&pk.EntityRuntimeID)
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io.String(&pk.EntityType)
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io.Vec3(&pk.Position)
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io.Vec3(&pk.Velocity)
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io.Float32(&pk.Pitch)
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io.Float32(&pk.Yaw)
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io.Float32(&pk.HeadYaw)
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io.Float32(&pk.BodyYaw)
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protocol.Slice(io, &pk.Attributes)
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io.EntityMetadata(&pk.EntityMetadata)
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protocol.Single(io, &pk.EntityProperties)
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protocol.Slice(io, &pk.EntityLinks)
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}
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