Java 类net.minecraft.network.play.client.C0CPacketInput 实例源码

项目:DecompiledMinecraft    文件:EntityPlayerSP.java   
/**
 * Called to update the entity's position/logic.
 */
public void onUpdate()
{
    if (this.worldObj.isBlockLoaded(new BlockPos(this.posX, 0.0D, this.posZ)))
    {
        super.onUpdate();

        if (this.isRiding())
        {
            this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward, this.movementInput.jump, this.movementInput.sneak));
        }
        else
        {
            this.onUpdateWalkingPlayer();
        }
    }
}
项目:BaseClient    文件:EntityPlayerSP.java   
/**
 * Called to update the entity's position/logic.
 */
public void onUpdate()
{
    if (this.worldObj.isBlockLoaded(new BlockPos(this.posX, 0.0D, this.posZ)))
    {
        super.onUpdate();

        if (this.isRiding())
        {
            this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward, this.movementInput.jump, this.movementInput.sneak));
        }
        else
        {
            this.onUpdateWalkingPlayer();
        }
    }
}
项目:BaseClient    文件:EntityPlayerSP.java   
/**
 * Called to update the entity's position/logic.
 */
public void onUpdate() {

    EventUpdate update = new EventUpdate();
    update.call();

    if (this.worldObj.isBlockLoaded(new BlockPos(this.posX, 0.0D, this.posZ))) {
        super.onUpdate();

        if (this.isRiding()) {
            this.sendQueue.addToSendQueue(
                    new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward,
                    this.movementInput.jump, this.movementInput.sneak));
        } else {
            this.onUpdateWalkingPlayer();
            // TODO:CLIENT
            EventPostMotionUpdates post = new EventPostMotionUpdates(this.rotationYaw, this.rotationPitch,
                    this.onGround, this.posY);
            post.call();
        }
    }
}
项目:Resilience-Client-Source    文件:EntityClientPlayerMP.java   
/**
 * Called to update the entity's position/logic.
 */
public void onUpdate()
{
    if (this.worldObj.blockExists(MathHelper.floor_double(this.posX), 0, MathHelper.floor_double(this.posZ)))
    {
        super.onUpdate();

        if (this.isRiding())
        {
            this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward, this.movementInput.jump, this.movementInput.sneak));
        }
        else
        {
            this.sendMotionUpdates();
        }
    }
}
项目:Cauldron    文件:EntityClientPlayerMP.java   
public void onUpdate()
{
    if (this.worldObj.blockExists(MathHelper.floor_double(this.posX), 0, MathHelper.floor_double(this.posZ)))
    {
        super.onUpdate();

        if (this.isRiding())
        {
            this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward, this.movementInput.jump, this.movementInput.sneak));
        }
        else
        {
            this.sendMotionUpdates();
        }
    }
}
项目:Cauldron    文件:EntityClientPlayerMP.java   
public void onUpdate()
{
    if (this.worldObj.blockExists(MathHelper.floor_double(this.posX), 0, MathHelper.floor_double(this.posZ)))
    {
        super.onUpdate();

        if (this.isRiding())
        {
            this.sendQueue.addToSendQueue(new C03PacketPlayer.C05PacketPlayerLook(this.rotationYaw, this.rotationPitch, this.onGround));
            this.sendQueue.addToSendQueue(new C0CPacketInput(this.moveStrafing, this.moveForward, this.movementInput.jump, this.movementInput.sneak));
        }
        else
        {
            this.sendMotionUpdates();
        }
    }
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
public void processInput(C0CPacketInput packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerForPlayer());
    this.playerEntity.setEntityActionState(packetIn.getStrafeSpeed(), packetIn.getForwardSpeed(), packetIn.isJumping(), packetIn.isSneaking());
}
项目:DecompiledMinecraft    文件:NetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
public void processInput(C0CPacketInput packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerForPlayer());
    this.playerEntity.setEntityActionState(packetIn.getStrafeSpeed(), packetIn.getForwardSpeed(), packetIn.isJumping(), packetIn.isSneaking());
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
public void processInput(C0CPacketInput packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerForPlayer());
    this.playerEntity.setEntityActionState(packetIn.getStrafeSpeed(), packetIn.getForwardSpeed(), packetIn.isJumping(), packetIn.isSneaking());
}
项目:BaseClient    文件:NetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
public void processInput(C0CPacketInput packetIn)
{
    PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerForPlayer());
    this.playerEntity.setEntityActionState(packetIn.getStrafeSpeed(), packetIn.getForwardSpeed(), packetIn.isJumping(), packetIn.isSneaking());
}
项目:Resilience-Client-Source    文件:NetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
public void processInput(C0CPacketInput p_147358_1_)
{
    this.playerEntity.setEntityActionState(p_147358_1_.func_149620_c(), p_147358_1_.func_149616_d(), p_147358_1_.func_149618_e(), p_147358_1_.func_149617_f());
}
项目:Gadomancy    文件:FakeNetServerHandler.java   
@Override
public void processInput(C0CPacketInput p_147358_1_) {
}
项目:Cauldron    文件:NetHandlerPlayServer.java   
public void processInput(C0CPacketInput p_147358_1_)
{
    this.playerEntity.setEntityActionState(p_147358_1_.func_149620_c(), p_147358_1_.func_149616_d(), p_147358_1_.func_149618_e(), p_147358_1_.func_149617_f());
}
项目:Cauldron    文件:NetHandlerPlayServer.java   
public void processInput(C0CPacketInput p_147358_1_)
{
    this.playerEntity.setEntityActionState(p_147358_1_.func_149620_c(), p_147358_1_.func_149616_d(), p_147358_1_.func_149618_e(), p_147358_1_.func_149617_f());
}
项目:DecompiledMinecraft    文件:INetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
void processInput(C0CPacketInput packetIn);
项目:DecompiledMinecraft    文件:INetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
void processInput(C0CPacketInput packetIn);
项目:BaseClient    文件:INetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
void processInput(C0CPacketInput packetIn);
项目:BaseClient    文件:INetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
void processInput(C0CPacketInput packetIn);
项目:Resilience-Client-Source    文件:INetHandlerPlayServer.java   
/**
 * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling
 * flying/sprinting
 */
void processInput(C0CPacketInput var1);
项目:Cauldron    文件:INetHandlerPlayServer.java   
void processInput(C0CPacketInput p_147358_1_);
项目:Cauldron    文件:INetHandlerPlayServer.java   
void processInput(C0CPacketInput p_147358_1_);