Java 类net.minecraft.network.play.server.S08PacketPlayerPosLook 实例源码

项目:Resilience-Client-Source    文件:NetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
public void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_)
{
    EntityClientPlayerMP var2 = this.gameController.thePlayer;
    double var3 = p_147258_1_.func_148932_c();
    double var5 = p_147258_1_.func_148928_d();
    double var7 = p_147258_1_.func_148933_e();
    float var9 = p_147258_1_.func_148931_f();
    float var10 = p_147258_1_.func_148930_g();
    var2.ySize = 0.0F;
    var2.motionX = var2.motionY = var2.motionZ = 0.0D;
    var2.setPositionAndRotation(var3, var5, var7, var9, var10);
    this.netManager.scheduleOutboundPacket(new C03PacketPlayer.C06PacketPlayerPosLook(var2.posX, var2.boundingBox.minY, var2.posY, var2.posZ, p_147258_1_.func_148931_f(), p_147258_1_.func_148930_g(), p_147258_1_.func_148929_h()), new GenericFutureListener[0]);

    if (!this.doneLoadingTerrain)
    {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen)null);
    }
}
项目:Cauldron    文件:NetHandlerPlayClient.java   
public void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_)
{
    EntityClientPlayerMP entityclientplayermp = this.gameController.thePlayer;
    double d0 = p_147258_1_.func_148932_c();
    double d1 = p_147258_1_.func_148928_d();
    double d2 = p_147258_1_.func_148933_e();
    float f = p_147258_1_.func_148931_f();
    float f1 = p_147258_1_.func_148930_g();
    entityclientplayermp.ySize = 0.0F;
    entityclientplayermp.motionX = entityclientplayermp.motionY = entityclientplayermp.motionZ = 0.0D;
    entityclientplayermp.setPositionAndRotation(d0, d1, d2, f, f1);
    this.netManager.scheduleOutboundPacket(new C03PacketPlayer.C06PacketPlayerPosLook(entityclientplayermp.posX, entityclientplayermp.boundingBox.minY, entityclientplayermp.posY, entityclientplayermp.posZ, p_147258_1_.func_148931_f(), p_147258_1_.func_148930_g(), p_147258_1_.func_148929_h()), new GenericFutureListener[0]);

    if (!this.doneLoadingTerrain)
    {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen)null);
    }
}
项目:Cauldron    文件:NetHandlerPlayClient.java   
public void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_)
{
    EntityClientPlayerMP entityclientplayermp = this.gameController.thePlayer;
    double d0 = p_147258_1_.func_148932_c();
    double d1 = p_147258_1_.func_148928_d();
    double d2 = p_147258_1_.func_148933_e();
    float f = p_147258_1_.func_148931_f();
    float f1 = p_147258_1_.func_148930_g();
    entityclientplayermp.ySize = 0.0F;
    entityclientplayermp.motionX = entityclientplayermp.motionY = entityclientplayermp.motionZ = 0.0D;
    entityclientplayermp.setPositionAndRotation(d0, d1, d2, f, f1);
    this.netManager.scheduleOutboundPacket(new C03PacketPlayer.C06PacketPlayerPosLook(entityclientplayermp.posX, entityclientplayermp.boundingBox.minY, entityclientplayermp.posY, entityclientplayermp.posZ, p_147258_1_.func_148931_f(), p_147258_1_.func_148930_g(), p_147258_1_.func_148929_h()), new GenericFutureListener[0]);

    if (!this.doneLoadingTerrain)
    {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen)null);
    }
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch, Set<S08PacketPlayerPosLook.EnumFlags> relativeSet)
{
    this.hasMoved = false;
    this.lastPosX = x;
    this.lastPosY = y;
    this.lastPosZ = z;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        this.lastPosX += this.playerEntity.posX;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        this.lastPosY += this.playerEntity.posY;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        this.lastPosZ += this.playerEntity.posZ;
    }

    float f = yaw;
    float f1 = pitch;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f = yaw + this.playerEntity.rotationYaw;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 = pitch + this.playerEntity.rotationPitch;
    }

    this.playerEntity.setPositionAndRotation(this.lastPosX, this.lastPosY, this.lastPosZ, f, f1);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(x, y, z, yaw, pitch, relativeSet));
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch, Set<S08PacketPlayerPosLook.EnumFlags> relativeSet)
{
    this.hasMoved = false;
    this.lastPosX = x;
    this.lastPosY = y;
    this.lastPosZ = z;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        this.lastPosX += this.playerEntity.posX;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        this.lastPosY += this.playerEntity.posY;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        this.lastPosZ += this.playerEntity.posZ;
    }

    float f = yaw;
    float f1 = pitch;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f = yaw + this.playerEntity.rotationYaw;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 = pitch + this.playerEntity.rotationPitch;
    }

    this.playerEntity.setPositionAndRotation(this.lastPosX, this.lastPosY, this.lastPosZ, f, f1);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(x, y, z, yaw, pitch, relativeSet));
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch, Set<S08PacketPlayerPosLook.EnumFlags> relativeSet)
{
    this.hasMoved = false;
    this.lastPosX = x;
    this.lastPosY = y;
    this.lastPosZ = z;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        this.lastPosX += this.playerEntity.posX;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        this.lastPosY += this.playerEntity.posY;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        this.lastPosZ += this.playerEntity.posZ;
    }

    float f = yaw;
    float f1 = pitch;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f = yaw + this.playerEntity.rotationYaw;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 = pitch + this.playerEntity.rotationPitch;
    }

    this.playerEntity.setPositionAndRotation(this.lastPosX, this.lastPosY, this.lastPosZ, f, f1);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(x, y, z, yaw, pitch, relativeSet));
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch, Set<S08PacketPlayerPosLook.EnumFlags> relativeSet)
{
    this.hasMoved = false;
    this.lastPosX = x;
    this.lastPosY = y;
    this.lastPosZ = z;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        this.lastPosX += this.playerEntity.posX;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        this.lastPosY += this.playerEntity.posY;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        this.lastPosZ += this.playerEntity.posZ;
    }

    float f = yaw;
    float f1 = pitch;

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f = yaw + this.playerEntity.rotationYaw;
    }

    if (relativeSet.contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 = pitch + this.playerEntity.rotationPitch;
    }

    this.playerEntity.setPositionAndRotation(this.lastPosX, this.lastPosY, this.lastPosZ, f, f1);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(x, y, z, yaw, pitch, relativeSet));
}
项目:Proyecto-DASI    文件:AbsoluteMovementCommandsImplementation.java   
@Override
public IMessage onMessage(final TeleportMessage message, final MessageContext ctx)
{
    // Don't act here - if we cause chunk loading on this thread (netty) then chunks will get
    // lost from the server.
    IThreadListener mainThread = null;
    if (ctx.side == Side.CLIENT)
        mainThread = Minecraft.getMinecraft();
    else
        mainThread = MinecraftServer.getServer();
    mainThread.addScheduledTask(new Runnable()
    {
        @Override
        public void run()
        {
            EnumSet<S08PacketPlayerPosLook.EnumFlags> enumset = EnumSet.noneOf(S08PacketPlayerPosLook.EnumFlags.class);
            if (!message.setX)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.X);
            if (!message.setY)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Y);
            if (!message.setZ)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Z);
            if (!message.setYaw)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Y_ROT);
            if (!message.setPitch)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.X_ROT);

            EntityPlayerMP player = ctx.getServerHandler().playerEntity;
            player.mountEntity((Entity) null);
            player.playerNetServerHandler.setPlayerLocation(message.x, message.y, message.z, message.yaw, message.pitch, enumset);
            player.setRotationYawHead(message.yaw);
        }
    });
    return null;
}
项目:Proyecto-DASI    文件:AbsoluteMovementCommandsImplementation.java   
@Override
public IMessage onMessage(final TeleportMessage message, final MessageContext ctx)
{
    // Don't act here - if we cause chunk loading on this thread (netty) then chunks will get
    // lost from the server.
    IThreadListener mainThread = null;
    if (ctx.side == Side.CLIENT)
        mainThread = Minecraft.getMinecraft();
    else
        mainThread = MinecraftServer.getServer();
    mainThread.addScheduledTask(new Runnable()
    {
        @Override
        public void run()
        {
            EnumSet<S08PacketPlayerPosLook.EnumFlags> enumset = EnumSet.noneOf(S08PacketPlayerPosLook.EnumFlags.class);
            if (!message.setX)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.X);
            if (!message.setY)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Y);
            if (!message.setZ)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Z);
            if (!message.setYaw)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.Y_ROT);
            if (!message.setPitch)
                enumset.add(S08PacketPlayerPosLook.EnumFlags.X_ROT);

            EntityPlayerMP player = ctx.getServerHandler().playerEntity;
            player.mountEntity((Entity) null);
            player.playerNetServerHandler.setPlayerLocation(message.x, message.y, message.z, message.yaw, message.pitch, enumset);
            player.setRotationYawHead(message.yaw);
        }
    });
    return null;
}
项目:Resilience-Client-Source    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double p_147364_1_, double p_147364_3_, double p_147364_5_, float p_147364_7_, float p_147364_8_)
{
    this.hasMoved = false;
    this.lastPosX = p_147364_1_;
    this.lastPosY = p_147364_3_;
    this.lastPosZ = p_147364_5_;
    this.playerEntity.setPositionAndRotation(p_147364_1_, p_147364_3_, p_147364_5_, p_147364_7_, p_147364_8_);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(p_147364_1_, p_147364_3_ + 1.6200000047683716D, p_147364_5_, p_147364_7_, p_147364_8_, false));
}
项目:Cauldron    文件:NetHandlerPlayServer.java   
public void teleport(Location dest)
{
    double d0, d1, d2;
    float f, f1;
    d0 = dest.getX();
    d1 = dest.getY();
    d2 = dest.getZ();
    f = dest.getYaw();
    f1 = dest.getPitch();

    // TODO: make sure this is the best way to address this.
    if (Float.isNaN(f))
    {
        f = 0;
    }

    if (Float.isNaN(f1))
    {
        f1 = 0;
    }

    this.lastPosX = d0;
    this.lastPosY = d1;
    this.lastPosZ = d2;
    this.lastYaw = f;
    this.lastPitch = f1;
    this.justTeleported = true;
    // CraftBukkit end
    this.hasMoved = false;
    this.lastPosX = d0;
    this.lastPosY = d1;
    this.lastPosZ = d2;
    this.playerEntity.setPositionAndRotation(d0, d1, d2, f, f1);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(d0, d1 + 1.6200000047683716D, d2, f, f1, false));
}
项目:Cauldron    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double p_147364_1_, double p_147364_3_, double p_147364_5_, float p_147364_7_, float p_147364_8_)
{
    this.hasMoved = false;
    this.lastPosX = p_147364_1_;
    this.lastPosY = p_147364_3_;
    this.lastPosZ = p_147364_5_;
    this.playerEntity.setPositionAndRotation(p_147364_1_, p_147364_3_, p_147364_5_, p_147364_7_, p_147364_8_);
    this.playerEntity.playerNetServerHandler.sendPacket(new S08PacketPlayerPosLook(p_147364_1_, p_147364_3_ + 1.6200000047683716D, p_147364_5_, p_147364_7_, p_147364_8_, false));
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch)
{
    this.setPlayerLocation(x, y, z, yaw, pitch, Collections.<S08PacketPlayerPosLook.EnumFlags>emptySet());
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch)
{
    this.setPlayerLocation(x, y, z, yaw, pitch, Collections.<S08PacketPlayerPosLook.EnumFlags>emptySet());
}
项目:DecompiledMinecraft    文件:NetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
public void handlePlayerPosLook(S08PacketPlayerPosLook packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
    EntityPlayer entityplayer = this.gameController.thePlayer;
    double d0 = packetIn.getX();
    double d1 = packetIn.getY();
    double d2 = packetIn.getZ();
    float f = packetIn.getYaw();
    float f1 = packetIn.getPitch();

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        d0 += entityplayer.posX;
    }
    else
    {
        entityplayer.motionX = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        d1 += entityplayer.posY;
    }
    else
    {
        entityplayer.motionY = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        d2 += entityplayer.posZ;
    }
    else
    {
        entityplayer.motionZ = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 += entityplayer.rotationPitch;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f += entityplayer.rotationYaw;
    }

    entityplayer.setPositionAndRotation(d0, d1, d2, f, f1);
    this.netManager.sendPacket(new C03PacketPlayer.C06PacketPlayerPosLook(entityplayer.posX, entityplayer.getEntityBoundingBox().minY, entityplayer.posZ, entityplayer.rotationYaw, entityplayer.rotationPitch, false));

    if (!this.doneLoadingTerrain)
    {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen)null);
    }
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch)
{
    this.setPlayerLocation(x, y, z, yaw, pitch, Collections.<S08PacketPlayerPosLook.EnumFlags>emptySet());
}
项目:BaseClient    文件:NetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
public void handlePlayerPosLook(S08PacketPlayerPosLook packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
    EntityPlayer entityplayer = this.gameController.thePlayer;
    double d0 = packetIn.getX();
    double d1 = packetIn.getY();
    double d2 = packetIn.getZ();
    float f = packetIn.getYaw();
    float f1 = packetIn.getPitch();

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X))
    {
        d0 += entityplayer.posX;
    }
    else
    {
        entityplayer.motionX = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y))
    {
        d1 += entityplayer.posY;
    }
    else
    {
        entityplayer.motionY = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Z))
    {
        d2 += entityplayer.posZ;
    }
    else
    {
        entityplayer.motionZ = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X_ROT))
    {
        f1 += entityplayer.rotationPitch;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT))
    {
        f += entityplayer.rotationYaw;
    }

    entityplayer.setPositionAndRotation(d0, d1, d2, f, f1);
    this.netManager.sendPacket(new C03PacketPlayer.C06PacketPlayerPosLook(entityplayer.posX, entityplayer.getEntityBoundingBox().minY, entityplayer.posZ, entityplayer.rotationYaw, entityplayer.rotationPitch, false));

    if (!this.doneLoadingTerrain)
    {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen)null);
    }
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch)
{
    this.setPlayerLocation(x, y, z, yaw, pitch, Collections.<S08PacketPlayerPosLook.EnumFlags>emptySet());
}
项目:BaseClient    文件:NetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to
 * a new dimension, (re)spawning, mounting horses etc. Seems to immediately
 * reply to the server with the clients post-processing perspective on the
 * player positioning
 */
public void handlePlayerPosLook(S08PacketPlayerPosLook packetIn) {
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
    EntityPlayer entityplayer = this.gameController.thePlayer;
    double d0 = packetIn.getX();
    double d1 = packetIn.getY();
    double d2 = packetIn.getZ();
    float f = packetIn.getYaw();
    float f1 = packetIn.getPitch();

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X)) {
        d0 += entityplayer.posX;
    } else {
        entityplayer.motionX = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y)) {
        d1 += entityplayer.posY;
    } else {
        entityplayer.motionY = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Z)) {
        d2 += entityplayer.posZ;
    } else {
        entityplayer.motionZ = 0.0D;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.X_ROT)) {
        f1 += entityplayer.rotationPitch;
    }

    if (packetIn.func_179834_f().contains(S08PacketPlayerPosLook.EnumFlags.Y_ROT)) {
        f += entityplayer.rotationYaw;
    }

    entityplayer.setPositionAndRotation(d0, d1, d2, f, f1);
    this.netManager.sendPacket(
            new C03PacketPlayer.C06PacketPlayerPosLook(entityplayer.posX, entityplayer.getEntityBoundingBox().minY,
                    entityplayer.posZ, entityplayer.rotationYaw, entityplayer.rotationPitch, false));

    if (!this.doneLoadingTerrain) {
        this.gameController.thePlayer.prevPosX = this.gameController.thePlayer.posX;
        this.gameController.thePlayer.prevPosY = this.gameController.thePlayer.posY;
        this.gameController.thePlayer.prevPosZ = this.gameController.thePlayer.posZ;
        this.doneLoadingTerrain = true;
        this.gameController.displayGuiScreen((GuiScreen) null);
    }
}
项目:NeptuneMod    文件:NeptunePacketFactory.java   
@Override
public Packet playerPositionLook(double x, double y, double z, float yaw, float pitch, boolean onGround) {
    return (Packet) new S08PacketPlayerPosLook(x, y, z, yaw, pitch, Sets.newHashSet());
}
项目:DecompiledMinecraft    文件:INetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
void handlePlayerPosLook(S08PacketPlayerPosLook packetIn);
项目:DecompiledMinecraft    文件:INetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
void handlePlayerPosLook(S08PacketPlayerPosLook packetIn);
项目:BaseClient    文件:INetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
void handlePlayerPosLook(S08PacketPlayerPosLook packetIn);
项目:BaseClient    文件:INetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
void handlePlayerPosLook(S08PacketPlayerPosLook packetIn);
项目:Resilience-Client-Source    文件:INetHandlerPlayClient.java   
/**
 * Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
 * mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
 * player positioning
 */
void handlePlayerPosLook(S08PacketPlayerPosLook var1);
项目:Cauldron    文件:INetHandlerPlayClient.java   
void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_);
项目:Cauldron    文件:INetHandlerPlayClient.java   
void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_);