Track skin part and main hand preferences (#3498)
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0718d82e1a
commit
28cc26c54c
@ -11351,6 +11351,16 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status.",
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},
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GetMainHand =
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{
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Returns =
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{
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{
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Type = "eMainHand",
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},
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},
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Notes = "Returns the player's main hand.",
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},
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GetName =
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{
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Returns =
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@ -11411,6 +11421,16 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns the player's maximum sprinting speed, relative to the game default speed. Defaults to 1.3, but plugins may modify it for faster or slower sprinting.",
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},
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GetSkinParts =
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{
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Returns =
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{
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{
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Type = "number",
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},
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},
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Notes = "Returns the player's current set of skin part flags. This is a bitwise OR of various {{eSkinPart}} constants. Note that HasSkinPart may be easier to use in most situations.",
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},
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GetStance =
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{
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Returns =
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@ -11535,6 +11555,23 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Returns true if the player has the specified permission",
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},
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HasSkinPart =
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{
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Params =
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{
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{
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Name = "Part",
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Type = "eSkinPart",
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},
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},
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if the player has the specified skin part enabled",
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},
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Heal =
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{
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Params =
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@ -12063,6 +12100,17 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Sets the 'IsFishing' flag for the player. The floater entity ID is expected for the true variant, it can be omitted when IsFishing is false. FIXME: Undefined behavior when multiple fishing rods are used simultanously",
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},
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SetMainHand =
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{
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Params =
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{
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{
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Name = "Hand",
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Type = "eMainHand",
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},
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},
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Notes = "Sets the main hand of the player.",
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},
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SetName =
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{
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Params =
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@ -12096,6 +12144,17 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Sets whether the player is sprinting or not.",
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},
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SetSkinParts =
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{
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Params =
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{
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{
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Name = "Parts",
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Type = "number",
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},
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},
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Notes = "Sets the skin part flags of the player. The value should be a bitwise OR of several {{eSkinPart}} constants.",
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},
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SetSprintingMaxSpeed =
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{
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Params =
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@ -16642,6 +16701,54 @@ end
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{
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Notes = "Something concerning (i.e. reload) is about to happen",
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},
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hMain =
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{
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Notes = "The main hand",
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},
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hOff =
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{
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Notes = "The off hand",
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},
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mhLeft =
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{
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Notes = "The left hand is the main hand",
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},
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mhRight =
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{
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Notes = "The right hand is the main hand",
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},
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spCape =
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{
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Notes = "The cape skin part",
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},
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spJacket =
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{
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Notes = "The jacket skin part",
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},
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spLeftSleeve =
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{
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Notes = "The left sleeve skin part",
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},
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spRightSleeve =
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{
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Notes = "The right sleeve skin part",
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},
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spLeftPants =
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{
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Notes = "The left pants leg skin part",
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},
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spRightPants =
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{
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Notes = "The right pants leg skin part",
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},
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spHat =
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{
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Notes = "The hat/head skin part",
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},
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spMask =
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{
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Notes = "A mask of all valid skin parts combined",
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},
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},
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ConstantGroups =
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{
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@ -16727,6 +16834,32 @@ end
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gmXXX constants, the eGameMode_ constants are deprecated and will be removed from the API.
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]],
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},
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eHand =
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{
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Include =
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{
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"hMain",
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"hOff",
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},
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TextBefore = [[
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These constants represent the main and off hand. Currently, these constants are not used, but
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are provided for future use when dual-wielding is functional. An action or item can be in the
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main hand or the off hand. The main hand can be either the left or the right hand - use
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{{cPlayer}}:GetMainHand() to determine which (see {{eMainHand}}).
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]],
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},
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eMainHand =
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{
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Include =
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{
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"^mh.*",
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},
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TextBefore = [[
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These constants identify which hand is the main hand. The main hand can either be the left hand
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or the right hand. Note that this is only visual, as the client behaves the same regardless of the
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main hand setting. See {{cPlayer}}:GetMainHand().
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]],
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},
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EMCSBiome =
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{
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Include = "^bi.*",
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@ -16819,6 +16952,16 @@ end
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The following constants define the block types that are propelled outwards after an explosion.
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]],
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},
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eSkinPart =
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{
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Include =
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{
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"^sp.*",
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},
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TextBefore = [[
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These constants represent various skin part flags.
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]],
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},
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eSpreadSource =
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{
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Include = "^ss.*",
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@ -203,6 +203,42 @@ enum eMobHeadRotation
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enum eHand
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{
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hMain = 0,
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hOff = 1,
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} ;
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enum eMainHand
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{
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mhLeft = 0,
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mhRight = 1,
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} ;
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enum eSkinPart
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{
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spCape = 0x01,
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spJacket = 0x02,
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spLeftSleeve = 0x04,
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spRightSleeve = 0x08,
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spLeftPants = 0x10,
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spRightPants = 0x20,
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spHat = 0x40,
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spMask = 0x7F,
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};
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inline const char * ClickActionToString(int a_ClickAction)
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{
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switch (a_ClickAction)
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@ -90,7 +90,9 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
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m_TicksUntilNextSave(PLAYER_INVENTORY_SAVE_INTERVAL),
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m_bIsTeleporting(false),
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m_UUID((a_Client != nullptr) ? a_Client->GetUUID() : ""),
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m_CustomName("")
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m_CustomName(""),
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m_SkinParts(0),
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m_MainHand(mhRight)
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{
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ASSERT(a_PlayerName.length() <= 16); // Otherwise this player could crash many clients...
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@ -2632,6 +2634,26 @@ bool cPlayer::PlaceBlocks(const sSetBlockVector & a_Blocks)
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void cPlayer::SetSkinParts(int a_Parts)
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{
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m_SkinParts = a_Parts & spMask;
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m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get());
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}
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void cPlayer::SetMainHand(eMainHand a_Hand)
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{
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m_MainHand = a_Hand;
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m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get());
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}
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void cPlayer::AttachTo(cEntity * a_AttachTo)
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{
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// Different attach, if this is a spectator
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@ -499,6 +499,13 @@ public:
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The blocks in range (a_BlockX - a_Range, a_BlockX + a_Range) are sent (NY-metric). */
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void SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Range = 1);
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bool HasSkinPart(eSkinPart a_Part) const { return (m_SkinParts & a_Part) != 0; }
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int GetSkinParts(void) const { return m_SkinParts; }
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void SetSkinParts(int a_Parts);
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eMainHand GetMainHand(void) const { return m_MainHand; }
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void SetMainHand(eMainHand a_Hand);
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// tolua_end
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/** Calls the block placement hooks and places the blocks in the world.
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@ -682,6 +689,12 @@ protected:
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AString m_CustomName;
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/** Displayed skin part bit mask */
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int m_SkinParts;
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/** The main hand of the player */
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eMainHand m_MainHand;
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/** Sets the speed and sends it to the client, so that they are forced to move so. */
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virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
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@ -400,6 +400,14 @@ void cProtocol_1_10_0::WriteEntityMetadata(cPacketizer & a_Pkt, const cEntity &
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a_Pkt.WriteBEUInt8(LIVING_HEALTH);
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a_Pkt.WriteBEUInt8(METADATA_TYPE_FLOAT);
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a_Pkt.WriteBEFloat(static_cast<float>(Player.GetHealth()));
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a_Pkt.WriteBEUInt8(PLAYER_DISPLAYED_SKIN_PARTS);
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a_Pkt.WriteBEUInt8(METADATA_TYPE_BYTE);
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a_Pkt.WriteBEUInt8(static_cast<UInt8>(Player.GetSkinParts()));
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a_Pkt.WriteBEUInt8(PLAYER_MAIN_HAND);
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a_Pkt.WriteBEUInt8(METADATA_TYPE_BYTE);
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a_Pkt.WriteBEUInt8(static_cast<UInt8>(Player.GetMainHand()));
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break;
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}
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case cEntity::etPickup:
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@ -2311,11 +2311,12 @@ void cProtocol_1_8_0::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, ViewDistance);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, ChatFlags);
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HANDLE_READ(a_ByteBuffer, ReadBool, bool, ChatColors);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, SkinFlags);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, SkinParts);
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m_Client->SetLocale(Locale);
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m_Client->SetViewDistance(ViewDistance);
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// TODO: Handle other values
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m_Client->GetPlayer()->SetSkinParts(SkinParts);
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// TODO: Handle chat flags and chat colors
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}
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@ -3234,7 +3235,20 @@ void cProtocol_1_8_0::WriteEntityMetadata(cPacketizer & a_Pkt, const cEntity & a
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switch (a_Entity.GetEntityType())
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{
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case cEntity::etPlayer: break; // TODO?
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case cEntity::etPlayer:
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{
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auto & Player = reinterpret_cast<const cPlayer &>(a_Entity);
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// Player health (not handled since players aren't monsters)
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a_Pkt.WriteBEUInt8(0x66);
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a_Pkt.WriteBEFloat(static_cast<float>(Player.GetHealth()));
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// Skin flags
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a_Pkt.WriteBEUInt8(0x0A);
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a_Pkt.WriteBEUInt8(static_cast<UInt8>(Player.GetSkinParts()));
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break;
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}
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case cEntity::etPickup:
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{
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a_Pkt.WriteBEUInt8((5 << 5) | 10); // Slot(5) + index 10
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@ -2355,12 +2355,14 @@ void cProtocol_1_9_0::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, ViewDistance);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, ChatFlags);
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HANDLE_READ(a_ByteBuffer, ReadBool, bool, ChatColors);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, SkinFlags);
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HANDLE_READ(a_ByteBuffer, ReadBEUInt8, UInt8, SkinParts);
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HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, MainHand);
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m_Client->SetLocale(Locale);
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m_Client->SetViewDistance(ViewDistance);
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// TODO: Handle other values
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m_Client->GetPlayer()->SetSkinParts(SkinParts);
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m_Client->GetPlayer()->SetMainHand(static_cast<eMainHand>(MainHand));
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// TODO: Handle chat flags and chat colors
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}
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@ -3552,9 +3554,17 @@ void cProtocol_1_9_0::WriteEntityMetadata(cPacketizer & a_Pkt, const cEntity & a
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a_Pkt.WriteBEUInt8(METADATA_TYPE_STRING);
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a_Pkt.WriteString(Player.GetName());
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a_Pkt.WriteBEUInt8(6); // Start metadata - Index 6: Health
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a_Pkt.WriteBEUInt8(6); // Index 6: Health
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a_Pkt.WriteBEUInt8(METADATA_TYPE_FLOAT);
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a_Pkt.WriteBEFloat(static_cast<float>(Player.GetHealth()));
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a_Pkt.WriteBEUInt8(12);
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a_Pkt.WriteBEUInt8(METADATA_TYPE_BYTE);
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a_Pkt.WriteBEUInt8(static_cast<UInt8>(Player.GetSkinParts()));
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a_Pkt.WriteBEUInt8(13);
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a_Pkt.WriteBEUInt8(METADATA_TYPE_BYTE);
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a_Pkt.WriteBEUInt8(static_cast<UInt8>(Player.GetMainHand()));
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break;
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}
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case cEntity::etPickup:
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