package net.minecraft.client.entity; import com.mojang.authlib.GameProfile; import net.minecraft.client.Minecraft; import net.minecraft.item.ItemStack; import net.minecraft.util.BlockPos; import net.minecraft.util.DamageSource; import net.minecraft.util.IChatComponent; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityOtherPlayerMP extends AbstractClientPlayer { private boolean isItemInUse; private int otherPlayerMPPosRotationIncrements; private double otherPlayerMPX; private double otherPlayerMPY; private double otherPlayerMPZ; private double otherPlayerMPYaw; private double otherPlayerMPPitch; private static final String __OBFID = "CL_00000939"; public EntityOtherPlayerMP(World worldIn, GameProfile p_i45075_2_) { super(worldIn, p_i45075_2_); this.stepHeight = 0.0F; this.noClip = true; this.field_71082_cx = 0.25F; this.renderDistanceWeight = 10.0D; } /** * Called when the entity is attacked. */ public boolean attackEntityFrom(DamageSource source, float amount) { return true; } public void func_180426_a(double p_180426_1_, double p_180426_3_, double p_180426_5_, float p_180426_7_, float p_180426_8_, int p_180426_9_, boolean p_180426_10_) { this.otherPlayerMPX = p_180426_1_; this.otherPlayerMPY = p_180426_3_; this.otherPlayerMPZ = p_180426_5_; this.otherPlayerMPYaw = (double)p_180426_7_; this.otherPlayerMPPitch = (double)p_180426_8_; this.otherPlayerMPPosRotationIncrements = p_180426_9_; } /** * Called to update the entity's position/logic. */ public void onUpdate() { this.field_71082_cx = 0.0F; super.onUpdate(); this.prevLimbSwingAmount = this.limbSwingAmount; double var1 = this.posX - this.prevPosX; double var3 = this.posZ - this.prevPosZ; float var5 = MathHelper.sqrt_double(var1 * var1 + var3 * var3) * 4.0F; if (var5 > 1.0F) { var5 = 1.0F; } this.limbSwingAmount += (var5 - this.limbSwingAmount) * 0.4F; this.limbSwing += this.limbSwingAmount; if (!this.isItemInUse && this.isEating() && this.inventory.mainInventory[this.inventory.currentItem] != null) { ItemStack var6 = this.inventory.mainInventory[this.inventory.currentItem]; this.setItemInUse(this.inventory.mainInventory[this.inventory.currentItem], var6.getItem().getMaxItemUseDuration(var6)); this.isItemInUse = true; } else if (this.isItemInUse && !this.isEating()) { this.clearItemInUse(); this.isItemInUse = false; } } /** * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons * use this to react to sunlight and start to burn. */ public void onLivingUpdate() { if (this.otherPlayerMPPosRotationIncrements > 0) { double var1 = this.posX + (this.otherPlayerMPX - this.posX) / (double)this.otherPlayerMPPosRotationIncrements; double var3 = this.posY + (this.otherPlayerMPY - this.posY) / (double)this.otherPlayerMPPosRotationIncrements; double var5 = this.posZ + (this.otherPlayerMPZ - this.posZ) / (double)this.otherPlayerMPPosRotationIncrements; double var7; for (var7 = this.otherPlayerMPYaw - (double)this.rotationYaw; var7 < -180.0D; var7 += 360.0D) { ; } while (var7 >= 180.0D) { var7 -= 360.0D; } this.rotationYaw = (float)((double)this.rotationYaw + var7 / (double)this.otherPlayerMPPosRotationIncrements); this.rotationPitch = (float)((double)this.rotationPitch + (this.otherPlayerMPPitch - (double)this.rotationPitch) / (double)this.otherPlayerMPPosRotationIncrements); --this.otherPlayerMPPosRotationIncrements; this.setPosition(var1, var3, var5); this.setRotation(this.rotationYaw, this.rotationPitch); } this.prevCameraYaw = this.cameraYaw; this.updateArmSwingProgress(); float var9 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); float var2 = (float)Math.atan(-this.motionY * 0.20000000298023224D) * 15.0F; if (var9 > 0.1F) { var9 = 0.1F; } if (!this.onGround || this.getHealth() <= 0.0F) { var9 = 0.0F; } if (this.onGround || this.getHealth() <= 0.0F) { var2 = 0.0F; } this.cameraYaw += (var9 - this.cameraYaw) * 0.4F; this.cameraPitch += (var2 - this.cameraPitch) * 0.8F; } /** * Sets the held item, or an armor slot. Slot 0 is held item. Slot 1-4 is armor. Params: Item, slot */ public void setCurrentItemOrArmor(int slotIn, ItemStack itemStackIn) { if (slotIn == 0) { this.inventory.mainInventory[this.inventory.currentItem] = itemStackIn; } else { this.inventory.armorInventory[slotIn - 1] = itemStackIn; } } /** * Notifies this sender of some sort of information. This is for messages intended to display to the user. Used * for typical output (like "you asked for whether or not this game rule is set, so here's your answer"), warnings * (like "I fetched this block for you by ID, but I'd like you to know that every time you do this, I die a little * inside"), and errors (like "it's not called iron_pixacke, silly"). */ public void addChatMessage(IChatComponent message) { Minecraft.getMinecraft().ingameGUI.getChatGUI().printChatMessage(message); } /** * Returns true if the command sender is allowed to use the given command. */ public boolean canCommandSenderUseCommand(int permissionLevel, String command) { return false; } public BlockPos getPosition() { return new BlockPos(this.posX + 0.5D, this.posY + 0.5D, this.posZ + 0.5D); } }