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);
}
}