Basic elytra flight (#5124)
* Basic elytra flight Co-authored-by: 12xx12 <44411062+12xx12@users.noreply.github.com> Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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co-authored by
12xx12
Tiger Wang
parent
ce6f8b3557
commit
071b7be3d4
+17
-9
@@ -322,13 +322,12 @@ public: // tolua_export
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a_ClickAction specifies whether the click was inside the window or not (caLeftClick or caLeftClickOutside). */
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void HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction);
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/** Handles a player sneaking or unsneaking. */
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void HandleCrouch(bool a_IsCrouching);
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/** Called when the player enchants an Item in the Enchanting table UI. */
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void HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment);
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void HandleEntityCrouch (UInt32 a_EntityID, bool a_IsCrouching);
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void HandleEntityLeaveBed (UInt32 a_EntityID);
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void HandleEntitySprinting (UInt32 a_EntityID, bool a_IsSprinting);
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/** Kicks the client if the same username is already logged in.
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Returns false if the client has been kicked, true otherwise. */
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bool CheckMultiLogin(const AString & a_Username);
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@@ -339,6 +338,9 @@ public: // tolua_export
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*/
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bool HandleHandshake (const AString & a_Username);
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/** Handles a player exiting his bed. */
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void HandleLeaveBed();
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void HandleKeepAlive (UInt32 a_KeepAliveID);
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void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status);
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@@ -346,20 +348,19 @@ public: // tolua_export
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the NPC UI. */
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void HandleNPCTrade(int a_SlotNum);
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/** Handles a player opening their inventory while riding a horse.
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@param a_EntityID ID of the player that is to open the inventory. Should be the same as GetPlayer()->GetUniqueID(). */
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void HandleOpenHorseInventory(UInt32 a_EntityID);
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/** Handles a player opening his inventory while riding a horse. */
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void HandleOpenHorseInventory();
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void HandlePing (void);
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void HandlePlayerAbilities (bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
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void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
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void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay)
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void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, float a_Rotation, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay)
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/** Verifies and sets player position, performing relevant checks
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Calls relevant methods to process movement related statistics
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Requires state of previous position and on-ground status, so must be called when these are still intact
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*/
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void HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
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void HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, bool a_IsOnGround);
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void HandlePluginMessage (const AString & a_Channel, ContiguousByteBufferView a_Message);
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@@ -367,6 +368,13 @@ public: // tolua_export
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void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, eHand a_Hand);
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void HandleSlotSelected (Int16 a_SlotNum);
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void HandleSpectate (const cUUID & a_PlayerUUID);
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/** Handles a player sprinting or slowing back down. */
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void HandleSprint(bool a_IsSprinting);
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/** Handles a player starting elytra flight while falling. */
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void HandleStartElytraFlight();
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void HandleSteerVehicle (float Forward, float Sideways);
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void HandleTabCompletion (const AString & a_Text);
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void HandleUpdateSign (
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