/** * 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); } }
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); } }
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)); }
@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; }
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)); }
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)); }
public void setPlayerLocation(double x, double y, double z, float yaw, float pitch) { this.setPlayerLocation(x, y, z, yaw, pitch, Collections.<S08PacketPlayerPosLook.EnumFlags>emptySet()); }
/** * 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); } }
/** * 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); } }
@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()); }
/** * 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);
/** * 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);
void handlePlayerPosLook(S08PacketPlayerPosLook p_147258_1_);