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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.4 kB · 87 lines
C
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788#pragma once#include "LocalPlayer.h"#include "..\Minecraft.World\SharedConstants.h"
class ClientConnection;class Minecraft;class Level;
//#define STRESS_TEST_MOVE
class MultiplayerLocalPlayer : public LocalPlayer{private: static const int POSITION_REMINDER_INTERVAL = SharedConstants::TICKS_PER_SECOND;public: ClientConnection *connection;private: bool flashOnSetHealth;public: MultiplayerLocalPlayer(Minecraft *minecraft, Level *level, User *user, ClientConnection *connection);private: double xLast, yLast1, yLast2, zLast; float yRotLast, xRotLast;public: virtual bool hurt(DamageSource *source, float dmg); virtual void heal(float heal); virtual void tick();private: bool lastOnGround; bool lastSneaked; bool lastIdle; bool lastSprinting; int positionReminder;public: void sendPosition();
using Player::drop; virtual shared_ptr<ItemEntity> drop();protected: virtual void reallyDrop(shared_ptr<ItemEntity> itemEntity);public: virtual void chat(const wstring& message); virtual void swing(); virtual void respawn();protected: virtual void actuallyHurt(DamageSource *source, float dmg);
// 4J Added override to capture event for tutorial messages virtual void completeUsingItem();
// 4J Added overrides to capture events for tutorial virtual void onEffectAdded(MobEffectInstance *effect); virtual void onEffectUpdated(MobEffectInstance *effect, bool doRefreshAttributes); virtual void onEffectRemoved(MobEffectInstance *effect);public: virtual void closeContainer(); void clientSideCloseContainer(); virtual void hurtTo(float newHealth, ETelemetryChallenges damageSource); virtual void awardStat(Stat *stat, byteArray param); void awardStatFromServer(Stat *stat, byteArray param); void onUpdateAbilities(); bool isLocalPlayer();
protected: virtual void sendRidingJump();
public: virtual void sendOpenInventory();
// 4J - send the custom skin texture data if there is one //void CustomSkin(PBYTE pbData, DWORD dwBytes);
// 4J Overriding this so we can flag an event for the tutorial virtual void ride(shared_ptr<Entity> e);
// 4J - added for the Stop Sleeping virtual void StopSleeping();
// 4J Added virtual void setAndBroadcastCustomSkin(DWORD skinId); virtual void setAndBroadcastCustomCape(DWORD capeId);
// 4J added for testing#ifdef STRESS_TEST_MOVE void StressTestMove(double *tempX, double *tempY, double *tempZ);#endif};