geforkt von Mirrors/Paper
#819: Allow Player#sendBlockDamage() to specify a source entity
By: Parker Hawke <hawkeboyz2@hotmail.com>
Dieser Commit ist enthalten in:
Ursprung
b624a11f4c
Commit
c8e852da1f
@ -542,8 +542,8 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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public void sendBlockChanges(@NotNull Collection<BlockState> blocks, boolean suppressLightUpdates);
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public void sendBlockChanges(@NotNull Collection<BlockState> blocks, boolean suppressLightUpdates);
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/**
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/**
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* Send block damage. This fakes block break progress for a user at a
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* Send block damage. This fakes block break progress at a certain location
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* certain location. This will not actually change the block's break
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* sourced by this player. This will not actually change the block's break
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* progress in any way.
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* progress in any way.
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*
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*
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* @param loc the location of the damaged block
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* @param loc the location of the damaged block
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@ -552,6 +552,39 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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*/
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*/
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public void sendBlockDamage(@NotNull Location loc, float progress);
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public void sendBlockDamage(@NotNull Location loc, float progress);
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/**
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* Send block damage. This fakes block break progress at a certain location
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* sourced by the provided entity. This will not actually change the block's
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* break progress in any way.
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* <p>
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* At the same location for each unique damage source sent to the player, a
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* separate damage overlay will be displayed with the given progress. This allows
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* for block damage at different progress from multiple entities at once.
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*
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* @param loc the location of the damaged block
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* @param progress the progress from 0.0 - 1.0 where 0 is no damage and
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* 1.0 is the most damaged
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* @param source the entity to which the damage belongs
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*/
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public void sendBlockDamage(@NotNull Location loc, float progress, @NotNull Entity source);
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/**
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* Send block damage. This fakes block break progress at a certain location
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* sourced by the provided entity id. This will not actually change the block's
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* break progress in any way.
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* <p>
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* At the same location for each unique damage source sent to the player, a
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* separate damage overlay will be displayed with the given progress. This allows
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* for block damage at different progress from multiple entities at once.
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*
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* @param loc the location of the damaged block
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* @param progress the progress from 0.0 - 1.0 where 0 is no damage and
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* 1.0 is the most damaged
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* @param sourceId the entity id of the entity to which the damage belongs.
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* Can be an id that does not associate directly with an existing or loaded entity.
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*/
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public void sendBlockDamage(@NotNull Location loc, float progress, int sourceId);
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/**
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/**
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* Send an equipment change for the target entity. This will not
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* Send an equipment change for the target entity. This will not
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* actually change the entity's equipment in any way.
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* actually change the entity's equipment in any way.
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