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Mirror von https://github.com/ViaVersion/ViaVersion.git synchronisiert 2024-11-08 17:20:24 +01:00

Add packet names

Dieser Commit ist enthalten in:
Matsv 2017-08-03 14:45:11 +02:00
Ursprung c405424500
Commit 100a147a4a

Datei anzeigen

@ -12,63 +12,63 @@ public class Protocol1_12_1TO1_12 extends Protocol {
@Override @Override
protected void registerPackets() { protected void registerPackets() {
registerOutgoing(State.PLAY, -1, 0x2B); // TODO new packet? registerOutgoing(State.PLAY, -1, 0x2B); // TODO new packet?
registerOutgoing(State.PLAY, 0x2b, 0x2c); registerOutgoing(State.PLAY, 0x2b, 0x2c); // Player Abilities (clientbound)
registerOutgoing(State.PLAY, 0x2c, 0x2d); registerOutgoing(State.PLAY, 0x2c, 0x2d); // Combat Event
registerOutgoing(State.PLAY, 0x2d, 0x2e); registerOutgoing(State.PLAY, 0x2d, 0x2e); // Player List Item
registerOutgoing(State.PLAY, 0x2e, 0x2f); registerOutgoing(State.PLAY, 0x2e, 0x2f); // Player Position And Look (clientbound)
registerOutgoing(State.PLAY, 0x2f, 0x30); registerOutgoing(State.PLAY, 0x2f, 0x30); // Use Bed
registerOutgoing(State.PLAY, 0x30, 0x31); registerOutgoing(State.PLAY, 0x30, 0x31); // Unlock Recipes
registerOutgoing(State.PLAY, 0x31, 0x32); registerOutgoing(State.PLAY, 0x31, 0x32); // Destroy Entities
registerOutgoing(State.PLAY, 0x32, 0x33); registerOutgoing(State.PLAY, 0x32, 0x33); // Remove Entity Effect
registerOutgoing(State.PLAY, 0x33, 0x34); registerOutgoing(State.PLAY, 0x33, 0x34); // Resource Pack Send
registerOutgoing(State.PLAY, 0x34, 0x35); registerOutgoing(State.PLAY, 0x34, 0x35); // Respawn
registerOutgoing(State.PLAY, 0x35, 0x36); registerOutgoing(State.PLAY, 0x35, 0x36); // Entity Head Look
registerOutgoing(State.PLAY, 0x36, 0x37); registerOutgoing(State.PLAY, 0x36, 0x37); // Select Advancement Tab
registerOutgoing(State.PLAY, 0x37, 0x38); registerOutgoing(State.PLAY, 0x37, 0x38); // World Border
registerOutgoing(State.PLAY, 0x38, 0x39); registerOutgoing(State.PLAY, 0x38, 0x39); // Camera
registerOutgoing(State.PLAY, 0x39, 0x3a); registerOutgoing(State.PLAY, 0x39, 0x3a); // Held Item Change (clientbound)
registerOutgoing(State.PLAY, 0x3a, 0x3b); registerOutgoing(State.PLAY, 0x3a, 0x3b); // Display Scoreboard
registerOutgoing(State.PLAY, 0x3b, 0x3c); registerOutgoing(State.PLAY, 0x3b, 0x3c); // Entity Metadata
registerOutgoing(State.PLAY, 0x3c, 0x3d); registerOutgoing(State.PLAY, 0x3c, 0x3d); // Attach Entity
registerOutgoing(State.PLAY, 0x3d, 0x3e); registerOutgoing(State.PLAY, 0x3d, 0x3e); // Entity Velocity
registerOutgoing(State.PLAY, 0x3e, 0x3f); registerOutgoing(State.PLAY, 0x3e, 0x3f); // Entity Equipment
registerOutgoing(State.PLAY, 0x3f, 0x40); registerOutgoing(State.PLAY, 0x3f, 0x40); // Set Experience
registerOutgoing(State.PLAY, 0x40, 0x41); registerOutgoing(State.PLAY, 0x40, 0x41); // Update Health
registerOutgoing(State.PLAY, 0x41, 0x42); registerOutgoing(State.PLAY, 0x41, 0x42); // Scoreboard Objective
registerOutgoing(State.PLAY, 0x42, 0x43); registerOutgoing(State.PLAY, 0x42, 0x43); // Set Passengers
registerOutgoing(State.PLAY, 0x43, 0x44); registerOutgoing(State.PLAY, 0x43, 0x44); // Teams
registerOutgoing(State.PLAY, 0x44, 0x45); registerOutgoing(State.PLAY, 0x44, 0x45); // Update Sc
registerOutgoing(State.PLAY, 0x45, 0x46); registerOutgoing(State.PLAY, 0x45, 0x46); // Spawn Position
registerOutgoing(State.PLAY, 0x46, 0x47); registerOutgoing(State.PLAY, 0x46, 0x47); // Time Update
registerOutgoing(State.PLAY, 0x47, 0x48); registerOutgoing(State.PLAY, 0x47, 0x48); // Title
registerOutgoing(State.PLAY, 0x48, 0x49); registerOutgoing(State.PLAY, 0x48, 0x49); // Sound Effect
registerOutgoing(State.PLAY, 0x49, 0x4a); registerOutgoing(State.PLAY, 0x49, 0x4a); // Player List Header And Footer
registerOutgoing(State.PLAY, 0x4a, 0x4b); registerOutgoing(State.PLAY, 0x4a, 0x4b); // Collect Item
registerOutgoing(State.PLAY, 0x4b, 0x4c); registerOutgoing(State.PLAY, 0x4b, 0x4c); // Entity Teleport
registerOutgoing(State.PLAY, 0x4c, 0x4d); registerOutgoing(State.PLAY, 0x4c, 0x4d); // Advancements
registerOutgoing(State.PLAY, 0x4d, 0x4e); registerOutgoing(State.PLAY, 0x4d, 0x4e); // Entity Properties
registerOutgoing(State.PLAY, 0x4e, 0x4f); registerOutgoing(State.PLAY, 0x4e, 0x4f); // Entity Effect
// TODO Where did the Prepare Crafting Grid packet go to? // TODO Where did the Prepare Crafting Grid packet go to?
registerIncoming(State.PLAY, 0x01, -1); registerIncoming(State.PLAY, 0x01, -1); // Prepare Crafting Grid (removed)
registerIncoming(State.PLAY, 0x02, 0x01); registerIncoming(State.PLAY, 0x02, 0x01); // Tab-Complete (serverbound)
registerIncoming(State.PLAY, 0x03, 0x02); registerIncoming(State.PLAY, 0x03, 0x02); // Chat Message (serverbound)
registerIncoming(State.PLAY, 0x04, 0x03); registerIncoming(State.PLAY, 0x04, 0x03); // Client Status
registerIncoming(State.PLAY, 0x05, 0x04); registerIncoming(State.PLAY, 0x05, 0x04); // Client Settings
registerIncoming(State.PLAY, 0x06, 0x05); registerIncoming(State.PLAY, 0x06, 0x05); // Confirm Transaction (serverbound)
registerIncoming(State.PLAY, 0x07, 0x06); registerIncoming(State.PLAY, 0x07, 0x06); // Enchant Item
registerIncoming(State.PLAY, 0x08, 0x07); registerIncoming(State.PLAY, 0x08, 0x07); // Click Window
registerIncoming(State.PLAY, 0x09, 0x08); registerIncoming(State.PLAY, 0x09, 0x08); // Close Window (serverbound)
registerIncoming(State.PLAY, 0x0a, 0x09); registerIncoming(State.PLAY, 0x0a, 0x09); // Plugin Message (serverbound)
registerIncoming(State.PLAY, 0x0b, 0x0a); registerIncoming(State.PLAY, 0x0b, 0x0a); // Use Entity
registerIncoming(State.PLAY, 0x0c, 0x0b); registerIncoming(State.PLAY, 0x0c, 0x0b); // Keep Alive (serverbound)
registerIncoming(State.PLAY, 0x0d, 0x0c); registerIncoming(State.PLAY, 0x0d, 0x0c); // Player
registerIncoming(State.PLAY, 0x0e, 0x0d); registerIncoming(State.PLAY, 0x0e, 0x0d); // Player Position
registerIncoming(State.PLAY, 0x0f, 0x0e); registerIncoming(State.PLAY, 0x0f, 0x0e); // Player Position And Look (serverbound)
registerIncoming(State.PLAY, 0x10, 0x0f); registerIncoming(State.PLAY, 0x10, 0x0f); // Player Look
registerIncoming(State.PLAY, 0x11, 0x10); registerIncoming(State.PLAY, 0x11, 0x10); // Vehicle Move (serverbound)
registerIncoming(State.PLAY, 0x12, 0x11); registerIncoming(State.PLAY, 0x12, 0x11); // Steer Boat
// TODO hello new packet // TODO hello new packet
registerIncoming(State.PLAY, -1, 0x12, new PacketRemapper() { registerIncoming(State.PLAY, -1, 0x12, new PacketRemapper() {