public EntityPlayer.EnumStatus trySleep(BlockPos bedLocation) { EntityPlayer.EnumStatus entityplayer$enumstatus = super.trySleep(bedLocation); if (entityplayer$enumstatus == EntityPlayer.EnumStatus.OK) { Packet packet = new S0APacketUseBed(this, bedLocation); this.getServerForPlayer().getEntityTracker().sendToAllTrackingEntity(this, packet); this.playerNetServerHandler.setPlayerLocation(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.playerNetServerHandler.sendPacket(packet); } return entityplayer$enumstatus; }
/** * puts player to sleep on specified bed if possible */ public EntityPlayer.EnumStatus sleepInBedAt(int par1, int par2, int par3) { EntityPlayer.EnumStatus var4 = super.sleepInBedAt(par1, par2, par3); if (var4 == EntityPlayer.EnumStatus.OK) { S0APacketUseBed var5 = new S0APacketUseBed(this, par1, par2, par3); this.getServerForPlayer().getEntityTracker().func_151247_a(this, var5); this.playerNetServerHandler.setPlayerLocation(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.playerNetServerHandler.sendPacket(var5); } return var4; }
public EntityPlayer.EnumStatus sleepInBedAt(int p_71018_1_, int p_71018_2_, int p_71018_3_) { EntityPlayer.EnumStatus enumstatus = super.sleepInBedAt(p_71018_1_, p_71018_2_, p_71018_3_); if (enumstatus == EntityPlayer.EnumStatus.OK) { S0APacketUseBed s0apacketusebed = new S0APacketUseBed(this, p_71018_1_, p_71018_2_, p_71018_3_); this.getServerForPlayer().getEntityTracker().func_151247_a(this, s0apacketusebed); this.playerNetServerHandler.setPlayerLocation(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.playerNetServerHandler.sendPacket(s0apacketusebed); } return enumstatus; }
/** * Retrieves the player identified by the packet, puts him to sleep if possible (and flags whether all players are * asleep) */ public void handleUseBed(S0APacketUseBed packetIn) { PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController); packetIn.getPlayer(this.clientWorldController).trySleep(packetIn.getBedPosition()); }
/** * Retrieves the player identified by the packet, puts him to sleep if possible * (and flags whether all players are asleep) */ public void handleUseBed(S0APacketUseBed packetIn) { PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController); packetIn.getPlayer(this.clientWorldController).trySleep(packetIn.getBedPosition()); }
/** * Retrieves the player identified by the packet, puts him to sleep if possible (and flags whether all players are * asleep) */ public void handleUseBed(S0APacketUseBed p_147278_1_) { p_147278_1_.func_149091_a(this.clientWorldController).sleepInBedAt(p_147278_1_.func_149092_c(), p_147278_1_.func_149090_d(), p_147278_1_.func_149089_e()); }
@Override public Packet useBed(Player player, int x, int y, int z) { return (Packet) new S0APacketUseBed((EntityPlayer) player, new BlockPos(x, y, z)); }
public void handleUseBed(S0APacketUseBed p_147278_1_) { p_147278_1_.func_149091_a(this.clientWorldController).sleepInBedAt(p_147278_1_.func_149092_c(), p_147278_1_.func_149090_d(), p_147278_1_.func_149089_e()); }
/** * Retrieves the player identified by the packet, puts him to sleep if possible (and flags whether all players are * asleep) */ void handleUseBed(S0APacketUseBed packetIn);
/** * Retrieves the player identified by the packet, puts him to sleep if possible (and flags whether all players are * asleep) */ void handleUseBed(S0APacketUseBed var1);
void handleUseBed(S0APacketUseBed p_147278_1_);