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