public function checkMove(Player &$player, $time) { if ($time - $this->past[$player->getName()] > 400) { // stable->450 safe->600 $x = -\sin($player->yaw / 180 * M_PI) * \cos($player->pitch / 180 * M_PI); $y = -\sin($player->pitch / 180 * M_PI); $z = \cos($player->yaw / 180 * M_PI) * \cos($player->pitch / 180 * M_PI); $player->addEntityMotion(0, $x, $y, $z); // echo "c! " . ($time - $this->past [$player->getName ()]) . "\n"; // echo "n! " . $x . ":" . $y . ":" . $z . "\n"; } $this->past[$player->getName()] = $time; }
public function spawnTo(Player $player) { $pk = new AddEntityPacket(); $pk->type = Arrow::NETWORK_ID; $pk->eid = $this->getId(); $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->did = 0; //TODO: send motion here $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public function spawnTo(Player $player) { $pk = new AddEntityPacket(); $pk->eid = $this->getId(); $pk->type = Skeleton::NETWORK_ID; $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->yaw = $this->yaw; $pk->pitch = $this->pitch; $pk->metadata = $this->dataProperties; $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public function spawnTo(Player $player) { echo __METHOD__ . __LINE__ . "\n"; $pk = new AddEntityPacket(); $pk->eid = $this->getId(); $pk->type = Minecart::NETWORK_ID; $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->did = 0; //$pk->speedX = $this->motionX; //$pk->speedY = $this->motionY; //$pk->speedZ = $this->motionZ; $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public function spawnTo(Player $player) { $pk = new AddEntityPacket(); $pk->eid = $this->getId(); $pk->type = Blaze::NETWORK_ID; $pk->x = $this->x; $pk->y = $this->y + 2; $pk->z = $this->z; $pk->speedX = $this->motionX; $pk->speedY = $this->motionY; $pk->speedZ = $this->motionZ; $pk->yaw = $this->yaw; $pk->pitch = $this->pitch; $pk->metadata = $this->dataProperties; $player->dataPacket($pk->setChannel(Network::CHANNEL_ENTITY_SPAWNING)); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public function spawnTo(Player $player) { $pk = new AddEntityPacket(); $pk->type = FallingSand::NETWORK_ID; $pk->eid = $this->getId(); $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->did = -($this->getBlock() | $this->getDamage() << 0x10); $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public function spawnTo(Player $player) { if ($player !== $this and !isset($this->hasSpawned[$player->getId()])) { $this->hasSpawned[$player->getId()] = $player; $pk = new AddPlayerPacket(); $pk->clientID = 0; if ($player->getRemoveFormat()) { $pk->username = TextFormat::clean($this->nameTag); } else { $pk->username = $this->nameTag; } $pk->eid = $this->getId(); $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->yaw = $this->yaw; $pk->pitch = $this->pitch; $item = $this->getInventory()->getItemInHand(); $pk->item = $item->getId(); $pk->meta = $item->getDamage(); $pk->metadata = $this->getData(); $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); $this->inventory->sendArmorContents($player); } }
public function spawnTo(Player $player) { $pk = new AddItemEntityPacket(); $pk->eid = $this->getId(); $pk->x = $this->x; $pk->y = $this->y; $pk->z = $this->z; $pk->yaw = $this->yaw; $pk->pitch = $this->pitch; $pk->roll = 0; $pk->item = $this->getItem(); $player->dataPacket($pk); $player->addEntityMotion($this->getId(), $this->motionX, $this->motionY, $this->motionZ); parent::spawnTo($player); }
public static function refreshNPCEquipments(Player $p, StatueModel $npc) { $slots = []; $slots[0] = $npc->armorHelmet; $slots[1] = $npc->armorChestplate; $slots[2] = $npc->armorLegging; $slots[3] = $npc->armorChestplate; $p->addEntityMotion(1, $p->motionX, $p->motionY, $p->motionZ); }