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legacy-version/legacyver/legacypacket/emote_packet.go
AkmalFairuz 9677eef999 Add 1.21.20
2025-01-01 12:34:03 +07:00

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