Documentation
¶
Index ¶
- Variables
- func Call[T any](ctx context.Context, h *world.EntityHandle, ...) (T, error)
- func Do(h *world.EntityHandle, f func(tx *world.Tx, p *Player)) *world.Task
- func DoAfter(h *world.EntityHandle, delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task
- type Config
- type Context
- type Handler
- type NopHandler
- func (NopHandler) HandleAttackEntity(*Context, world.Entity, *float64, *float64, *bool)
- func (NopHandler) HandleBlockBreak(*Context, cube.Pos, *[]item.Stack, *int)
- func (NopHandler) HandleBlockPick(*Context, cube.Pos, world.Block)
- func (NopHandler) HandleBlockPlace(*Context, cube.Pos, world.Block)
- func (NopHandler) HandleChangeWorld(*Player, *world.World, *world.World)
- func (NopHandler) HandleChat(*Context, *string)
- func (NopHandler) HandleCommandExecution(*Context, cmd.Command, []string)
- func (NopHandler) HandleDeath(*Player, world.DamageSource, *bool)
- func (NopHandler) HandleDiagnostics(*Player, session.Diagnostics)
- func (NopHandler) HandleExperienceGain(*Context, *int)
- func (NopHandler) HandleFireExtinguish(*Context, cube.Pos)
- func (NopHandler) HandleFoodLoss(*Context, int, *int)
- func (NopHandler) HandleHeal(*Context, *float64, world.HealingSource)
- func (NopHandler) HandleHeldSlotChange(*Context, int, int)
- func (NopHandler) HandleHurt(*Context, *float64, bool, *time.Duration, world.DamageSource)
- func (NopHandler) HandleItemConsume(*Context, item.Stack)
- func (NopHandler) HandleItemDamage(*Context, item.Stack, *int)
- func (NopHandler) HandleItemDrop(*Context, item.Stack)
- func (NopHandler) HandleItemPickup(*Context, *item.Stack)
- func (NopHandler) HandleItemRelease(ctx *Context, item item.Stack, dur time.Duration)
- func (NopHandler) HandleItemUse(*Context)
- func (NopHandler) HandleItemUseOnBlock(*Context, cube.Pos, cube.Face, mgl64.Vec3)
- func (NopHandler) HandleItemUseOnEntity(*Context, world.Entity)
- func (NopHandler) HandleJump(*Player)
- func (NopHandler) HandleLecternPageTurn(*Context, cube.Pos, int, *int)
- func (NopHandler) HandleMove(*Context, mgl64.Vec3, cube.Rotation)
- func (NopHandler) HandlePunchAir(*Context)
- func (NopHandler) HandleQuit(*Player)
- func (NopHandler) HandleRespawn(*Player, *mgl64.Vec3, **world.World)
- func (NopHandler) HandleSignEdit(*Context, cube.Pos, bool, string, string)
- func (NopHandler) HandleSkinChange(*Context, *skin.Skin)
- func (NopHandler) HandleSleep(*Context, *bool)
- func (NopHandler) HandleStartBreak(*Context, cube.Pos)
- func (NopHandler) HandleTeleport(*Context, mgl64.Vec3)
- func (NopHandler) HandleToggleSneak(*Context, bool)
- func (NopHandler) HandleToggleSprint(*Context, bool)
- func (NopHandler) HandleTransfer(*Context, *net.UDPAddr)
- type NopProvider
- type Player
- func (p *Player) AbortBreaking()
- func (p *Player) Absorption() float64
- func (p *Player) AddDebugShape(shape debug.Shape)
- func (p *Player) AddEffect(e effect.Effect)
- func (p *Player) AddExperience(amount int) int
- func (p *Player) AddExperienceLevels(amount int) int
- func (p *Player) AddFood(points int)
- func (p *Player) Addr() net.Addr
- func (p *Player) AirSupply() time.Duration
- func (p *Player) AlwaysShowNameTag() bool
- func (p *Player) Armour() *inventory.Armour
- func (p *Player) AttackEntity(e world.Entity) bool
- func (*Player) BeaconAffected() bool
- func (p *Player) BreakBlock(pos cube.Pos)
- func (p *Player) Breathing() bool
- func (p *Player) CanCollectExperience() bool
- func (p *Player) Chat(msg ...any)
- func (p *Player) ClearInputLocks()
- func (p *Player) Close() error
- func (p *Player) CloseDialogue()
- func (p *Player) CloseForm()
- func (p *Player) Collect(s item.Stack) (int, bool)
- func (p *Player) CollectExperience(value int) bool
- func (p *Player) ContinueBreaking(face cube.Face)
- func (p *Player) Crawling() bool
- func (p *Player) Data() Config
- func (p *Player) Dead() bool
- func (p *Player) DeathPosition() (mgl64.Vec3, world.Dimension, bool)
- func (p *Player) DeviceID() string
- func (p *Player) DeviceModel() string
- func (p *Player) DisableInstantRespawn()
- func (p *Player) Disconnect(msg ...any)
- func (p *Player) Displace(deltaPos mgl64.Vec3)
- func (p *Player) Do(f func(tx *world.Tx, p *Player)) *world.Task
- func (p *Player) DoAfter(delay time.Duration, f func(tx *world.Tx, p *Player)) *world.Task
- func (p *Player) Drop(s item.Stack) int
- func (p *Player) EditSign(pos cube.Pos, frontText, backText string) error
- func (p *Player) Effect(e effect.Type) (effect.Effect, bool)
- func (p *Player) Effects() []effect.Effect
- func (p *Player) EnableInstantRespawn()
- func (p *Player) EnchantmentSeed() int64
- func (p *Player) EnderChestInventory() *inventory.Inventory
- func (p *Player) ExecuteCommand(commandLine string)
- func (p *Player) Exhaust(points float64)
- func (p *Player) Experience() int
- func (p *Player) ExperienceLevel() int
- func (p *Player) ExperienceProgress() float64
- func (p *Player) Explode(explosionPos mgl64.Vec3, impact float64, c block.ExplosionConfig)
- func (p *Player) Extinguish()
- func (p *Player) EyeHeight() float64
- func (p *Player) FallDistance() float64
- func (p *Player) FinalDamageFrom(dmg float64, src world.DamageSource) float64
- func (p *Player) FinishBreaking()
- func (p *Player) FireProof() bool
- func (p *Player) FlightSpeed() float64
- func (p *Player) Flying() bool
- func (p *Player) Food() int
- func (p *Player) GameMode() world.GameMode
- func (p *Player) Gliding() bool
- func (p *Player) H() *world.EntityHandle
- func (p *Player) Handle(h Handler)
- func (p *Player) Handler() Handler
- func (p *Player) HasCooldown(item world.Item) bool
- func (p *Player) Heal(health float64, source world.HealingSource) float64
- func (p *Player) Health() float64
- func (p *Player) HeldItems() (mainHand, offHand item.Stack)
- func (p *Player) HideCoordinates()
- func (p *Player) HideEntity(e world.Entity)
- func (p *Player) HideHudElement(e hud.Element)
- func (p *Player) HudElementHidden(e hud.Element) bool
- func (p *Player) Hurt(dmg float64, src world.DamageSource) (float64, bool)
- func (p *Player) Immobile() bool
- func (p *Player) InputLocked(l input.Lock) bool
- func (p *Player) Inventory() *inventory.Inventory
- func (p *Player) Invisible() bool
- func (p *Player) Jump()
- func (p *Player) KnockBack(src mgl64.Vec3, force, height float64)
- func (p *Player) Latency() time.Duration
- func (p *Player) Locale() language.Tag
- func (p *Player) LockInput(l input.Lock)
- func (p *Player) MaxAirSupply() time.Duration
- func (p *Player) MaxHealth() float64
- func (p *Player) Message(a ...any)
- func (p *Player) Messagef(f string, a ...any)
- func (p *Player) Messaget(t chat.Translation, a ...any)
- func (p *Player) Move(deltaPos mgl64.Vec3, deltaYaw, deltaPitch float64)
- func (p *Player) MoveItemsToInventory()
- func (p *Player) Name() string
- func (p *Player) NameTag() string
- func (p *Player) OnFireDuration() time.Duration
- func (p *Player) OnGround() bool
- func (p *Player) OpenBlockContainer(pos cube.Pos, tx *world.Tx)
- func (p *Player) OpenSign(pos cube.Pos, frontSide bool)
- func (p *Player) PickBlock(pos cube.Pos)
- func (p *Player) PlaceBlock(pos cube.Pos, b world.Block, ctx *item.UseContext)
- func (p *Player) PlaySound(sound world.Sound)
- func (p *Player) PlaySoundByName(name string, pos mgl64.Vec3)
- func (p *Player) Position() mgl64.Vec3
- func (p *Player) PunchAir()
- func (p *Player) RefreshCommands()
- func (p *Player) ReleaseItem()
- func (p *Player) RemoveAllDebugShapes()
- func (p *Player) RemoveBossBar()
- func (p *Player) RemoveDebugShape(shape debug.Shape)
- func (p *Player) RemoveEffect(e effect.Type)
- func (p *Player) RemoveExperience(amount int)
- func (p *Player) RemoveScoreboard()
- func (p *Player) RemoveViewLayer(entity world.Entity)
- func (p *Player) ResetEnchantmentSeed()
- func (p *Player) ResetFallDistance()
- func (p *Player) Respawn() *world.EntityHandle
- func (p *Player) Rotation() cube.Rotation
- func (p *Player) Saturate(food int, saturation float64)
- func (p *Player) Scale() float64
- func (p *Player) ScoreTag() string
- func (p *Player) SelfSignedID() string
- func (p *Player) SendBossBar(bar bossbar.BossBar)
- func (p *Player) SendCommandOutput(output *cmd.Output)
- func (p *Player) SendDialogue(d dialogue.Dialogue, e world.Entity)
- func (p *Player) SendForm(f form.Form)
- func (p *Player) SendGameRule(name string, val bool)
- func (p *Player) SendJukeboxPopup(a ...any)
- func (p *Player) SendPopup(a ...any)
- func (p *Player) SendScoreboard(scoreboard *scoreboard.Scoreboard)
- func (p *Player) SendSleepingIndicator(sleeping, max int)
- func (p *Player) SendTip(a ...any)
- func (p *Player) SendTitle(t title.Title)
- func (p *Player) SendToast(title, message string)
- func (p *Player) SetAbsorption(health float64)
- func (p *Player) SetAirSupply(duration time.Duration)
- func (p *Player) SetAlwaysShowNameTag(alwaysShow bool)
- func (p *Player) SetCooldown(item world.Item, cooldown time.Duration)
- func (p *Player) SetExperienceLevel(level int)
- func (p *Player) SetExperienceProgress(progress float64)
- func (p *Player) SetFlightSpeed(flightSpeed float64)
- func (p *Player) SetFood(level int)
- func (p *Player) SetGameMode(mode world.GameMode)
- func (p *Player) SetHeldItems(mainHand, offHand item.Stack)
- func (p *Player) SetHeldSlot(to int) error
- func (p *Player) SetImmobile()
- func (p *Player) SetInvisible()
- func (p *Player) SetMaxAirSupply(duration time.Duration)
- func (p *Player) SetMaxHealth(health float64)
- func (p *Player) SetMobile()
- func (p *Player) SetNameTag(name string)
- func (p *Player) SetOnFire(duration time.Duration)
- func (p *Player) SetScale(s float64)
- func (p *Player) SetScoreTag(a ...any)
- func (p *Player) SetSkin(skin skin.Skin)
- func (p *Player) SetSpeed(speed float64)
- func (p *Player) SetVelocity(velocity mgl64.Vec3)
- func (p *Player) SetVerticalFlightSpeed(flightSpeed float64)
- func (p *Player) SetVisible()
- func (p *Player) ShowCoordinates()
- func (p *Player) ShowEntity(e world.Entity)
- func (p *Player) ShowHudElement(e hud.Element)
- func (p *Player) ShowParticle(pos mgl64.Vec3, particle world.Particle)
- func (p *Player) Skin() skin.Skin
- func (p *Player) Sleep(pos cube.Pos)
- func (p *Player) Sleeping() (cube.Pos, bool)
- func (p *Player) Sneaking() bool
- func (p *Player) Speed() float64
- func (p *Player) Splash(*world.Tx, mgl64.Vec3)
- func (p *Player) Sprinting() bool
- func (p *Player) StartBreaking(pos cube.Pos, face cube.Face)
- func (p *Player) StartCrawling()
- func (p *Player) StartFlying()
- func (p *Player) StartGliding()
- func (p *Player) StartSneaking()
- func (p *Player) StartSprinting()
- func (p *Player) StartSwimming()
- func (p *Player) StopCrawling()
- func (p *Player) StopFlying()
- func (p *Player) StopGliding()
- func (p *Player) StopSneaking()
- func (p *Player) StopSound(name string)
- func (p *Player) StopSprinting()
- func (p *Player) StopSwimming()
- func (p *Player) Swimming() bool
- func (p *Player) SwingArm()
- func (p *Player) Teleport(pos mgl64.Vec3)
- func (p *Player) Tick(tx *world.Tx, current int64)
- func (p *Player) TorsoHeight() float64
- func (p *Player) Transfer(address string) error
- func (p *Player) TravelThroughPortal(tx *world.Tx, target world.Dimension)
- func (p *Player) TurnLecternPage(pos cube.Pos, page int) error
- func (p *Player) Tx() *world.Tx
- func (p *Player) UUID() uuid.UUID
- func (p *Player) UnlockInput(l input.Lock)
- func (p *Player) UpdateDiagnostics(d session.Diagnostics)
- func (p *Player) UseItem()
- func (p *Player) UseItemOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
- func (p *Player) UseItemOnEntity(e world.Entity) bool
- func (p *Player) UsingItem() bool
- func (p *Player) Velocity() mgl64.Vec3
- func (p *Player) VerticalFlightSpeed() float64
- func (p *Player) ViewAlwaysShowNameTag(entity world.Entity, alwaysShow bool)
- func (p *Player) ViewLayer() *world.ViewLayer
- func (p *Player) ViewNameTag(entity world.Entity, nameTag string)
- func (p *Player) ViewPublicAlwaysShowNameTag(entity world.Entity)
- func (p *Player) ViewPublicNameTag(entity world.Entity)
- func (p *Player) ViewPublicScoreTag(entity world.Entity)
- func (p *Player) ViewScoreTag(entity world.Entity, scoreTag string)
- func (p *Player) ViewVisibility(entity world.Entity, level world.VisibilityLevel)
- func (p *Player) VisibleDebugShapes() []debug.Shape
- func (p *Player) Wake()
- func (p *Player) XUID() string
- type Provider
- type Ref
- type StarvationDamageSource
Constants ¶
This section is empty.
Variables ¶
View Source
var Type ptype
Functions ¶
Types ¶
type Config ¶
type Config struct {
Session *session.Session
Skin skin.Skin
XUID string
UUID uuid.UUID
Name string
Locale language.Tag
GameMode world.GameMode
Position mgl64.Vec3
Rotation cube.Rotation
Velocity mgl64.Vec3
Health float64
MaxHealth float64
FoodTick int
Food int
Exhaustion, Saturation float64
AirSupply int
MaxAirSupply int
EnchantmentSeed int64
Experience int
HeldSlot int
Inventory *inventory.Inventory
OffHand *inventory.Inventory
Armour *inventory.Armour
EnderChestInventory *inventory.Inventory
FireTicks int64
FallDistance float64
Effects []effect.Effect
}
func (Config) Apply ¶
func (cfg Config) Apply(data *world.EntityData)
type Handler ¶
type Handler interface {
HandleMove(ctx *Context, newPos mgl64.Vec3, newRot cube.Rotation)
HandleJump(p *Player)
HandleTeleport(ctx *Context, pos mgl64.Vec3)
HandleChangeWorld(p *Player, before, after *world.World)
HandleToggleSprint(ctx *Context, after bool)
HandleToggleSneak(ctx *Context, after bool)
HandleChat(ctx *Context, message *string)
HandleFoodLoss(ctx *Context, from int, to *int)
HandleHeal(ctx *Context, health *float64, src world.HealingSource)
HandleHurt(ctx *Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource)
HandleDeath(p *Player, src world.DamageSource, keepInv *bool)
HandleRespawn(p *Player, pos *mgl64.Vec3, w **world.World)
HandleSkinChange(ctx *Context, skin *skin.Skin)
HandleFireExtinguish(ctx *Context, pos cube.Pos)
HandleStartBreak(ctx *Context, pos cube.Pos)
HandleBlockBreak(ctx *Context, pos cube.Pos, drops *[]item.Stack, xp *int)
HandleBlockPlace(ctx *Context, pos cube.Pos, b world.Block)
HandleBlockPick(ctx *Context, pos cube.Pos, b world.Block)
HandleItemUse(ctx *Context)
HandleItemUseOnBlock(ctx *Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
HandleItemUseOnEntity(ctx *Context, e world.Entity)
HandleItemRelease(ctx *Context, item item.Stack, dur time.Duration)
HandleItemConsume(ctx *Context, item item.Stack)
HandleAttackEntity(ctx *Context, e world.Entity, force, height *float64, critical *bool)
HandleExperienceGain(ctx *Context, amount *int)
HandlePunchAir(ctx *Context)
HandleSignEdit(ctx *Context, pos cube.Pos, frontSide bool, oldText, newText string)
HandleSleep(ctx *Context, sendReminder *bool)
HandleLecternPageTurn(ctx *Context, pos cube.Pos, oldPage int, newPage *int)
HandleItemDamage(ctx *Context, i item.Stack, damage *int)
HandleItemPickup(ctx *Context, i *item.Stack)
HandleHeldSlotChange(ctx *Context, from, to int)
HandleItemDrop(ctx *Context, s item.Stack)
HandleTransfer(ctx *Context, addr *net.UDPAddr)
HandleCommandExecution(ctx *Context, command cmd.Command, args []string)
HandleQuit(p *Player)
HandleDiagnostics(p *Player, d session.Diagnostics)
}
type NopHandler ¶
type NopHandler struct{}
func (NopHandler) HandleAttackEntity ¶
func (NopHandler) HandleBlockBreak ¶
func (NopHandler) HandleBlockPick ¶
func (NopHandler) HandleBlockPlace ¶
func (NopHandler) HandleChangeWorld ¶
func (NopHandler) HandleChat ¶
func (NopHandler) HandleChat(*Context, *string)
func (NopHandler) HandleCommandExecution ¶
func (NopHandler) HandleCommandExecution(*Context, cmd.Command, []string)
func (NopHandler) HandleDeath ¶
func (NopHandler) HandleDeath(*Player, world.DamageSource, *bool)
func (NopHandler) HandleDiagnostics ¶
func (NopHandler) HandleDiagnostics(*Player, session.Diagnostics)
func (NopHandler) HandleExperienceGain ¶
func (NopHandler) HandleExperienceGain(*Context, *int)
func (NopHandler) HandleFireExtinguish ¶
func (NopHandler) HandleFireExtinguish(*Context, cube.Pos)
func (NopHandler) HandleFoodLoss ¶
func (NopHandler) HandleFoodLoss(*Context, int, *int)
func (NopHandler) HandleHeal ¶
func (NopHandler) HandleHeal(*Context, *float64, world.HealingSource)
func (NopHandler) HandleHeldSlotChange ¶
func (NopHandler) HandleHeldSlotChange(*Context, int, int)
func (NopHandler) HandleHurt ¶
func (NopHandler) HandleHurt(*Context, *float64, bool, *time.Duration, world.DamageSource)
func (NopHandler) HandleItemConsume ¶
func (NopHandler) HandleItemConsume(*Context, item.Stack)
func (NopHandler) HandleItemDamage ¶
func (NopHandler) HandleItemDamage(*Context, item.Stack, *int)
func (NopHandler) HandleItemDrop ¶
func (NopHandler) HandleItemDrop(*Context, item.Stack)
func (NopHandler) HandleItemPickup ¶
func (NopHandler) HandleItemPickup(*Context, *item.Stack)
func (NopHandler) HandleItemRelease ¶
func (NopHandler) HandleItemUse ¶
func (NopHandler) HandleItemUse(*Context)
func (NopHandler) HandleItemUseOnBlock ¶
func (NopHandler) HandleItemUseOnEntity ¶
func (NopHandler) HandleItemUseOnEntity(*Context, world.Entity)
func (NopHandler) HandleJump ¶
func (NopHandler) HandleJump(*Player)
func (NopHandler) HandleLecternPageTurn ¶
func (NopHandler) HandleMove ¶
func (NopHandler) HandlePunchAir ¶
func (NopHandler) HandlePunchAir(*Context)
func (NopHandler) HandleQuit ¶
func (NopHandler) HandleQuit(*Player)
func (NopHandler) HandleRespawn ¶
func (NopHandler) HandleSignEdit ¶
func (NopHandler) HandleSkinChange ¶
func (NopHandler) HandleSkinChange(*Context, *skin.Skin)
func (NopHandler) HandleSleep ¶
func (NopHandler) HandleSleep(*Context, *bool)
func (NopHandler) HandleStartBreak ¶
func (NopHandler) HandleStartBreak(*Context, cube.Pos)
func (NopHandler) HandleTeleport ¶
func (NopHandler) HandleTeleport(*Context, mgl64.Vec3)
func (NopHandler) HandleToggleSneak ¶
func (NopHandler) HandleToggleSneak(*Context, bool)
func (NopHandler) HandleToggleSprint ¶
func (NopHandler) HandleToggleSprint(*Context, bool)
func (NopHandler) HandleTransfer ¶
func (NopHandler) HandleTransfer(*Context, *net.UDPAddr)
type NopProvider ¶
type NopProvider struct{}
func (NopProvider) Close ¶
func (NopProvider) Close() error
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
func (*Player) AbortBreaking ¶
func (p *Player) AbortBreaking()
func (*Player) Absorption ¶
func (*Player) AddDebugShape ¶
func (*Player) AddExperience ¶
func (*Player) AddExperienceLevels ¶
func (*Player) AlwaysShowNameTag ¶
func (*Player) BeaconAffected ¶
func (*Player) BreakBlock ¶
func (*Player) CanCollectExperience ¶
func (*Player) ClearInputLocks ¶
func (p *Player) ClearInputLocks()
func (*Player) CloseDialogue ¶
func (p *Player) CloseDialogue()
func (*Player) CollectExperience ¶
func (*Player) ContinueBreaking ¶
func (*Player) DeviceModel ¶
func (*Player) DisableInstantRespawn ¶
func (p *Player) DisableInstantRespawn()
func (*Player) Disconnect ¶
func (*Player) EnableInstantRespawn ¶
func (p *Player) EnableInstantRespawn()
func (*Player) EnchantmentSeed ¶
func (*Player) EnderChestInventory ¶
func (*Player) ExecuteCommand ¶
func (*Player) Experience ¶
func (*Player) ExperienceLevel ¶
func (*Player) ExperienceProgress ¶
func (*Player) Extinguish ¶
func (p *Player) Extinguish()
func (*Player) FallDistance ¶
func (*Player) FinalDamageFrom ¶
func (p *Player) FinalDamageFrom(dmg float64, src world.DamageSource) float64
func (*Player) FinishBreaking ¶
func (p *Player) FinishBreaking()
func (*Player) FlightSpeed ¶
func (*Player) H ¶
func (p *Player) H() *world.EntityHandle
func (*Player) HideCoordinates ¶
func (p *Player) HideCoordinates()
func (*Player) HideEntity ¶
func (*Player) HideHudElement ¶
func (*Player) MaxAirSupply ¶
func (*Player) MoveItemsToInventory ¶
func (p *Player) MoveItemsToInventory()
func (*Player) OnFireDuration ¶
func (*Player) PlaceBlock ¶
func (*Player) RefreshCommands ¶
func (p *Player) RefreshCommands()
func (*Player) ReleaseItem ¶
func (p *Player) ReleaseItem()
func (*Player) RemoveAllDebugShapes ¶
func (p *Player) RemoveAllDebugShapes()
func (*Player) RemoveBossBar ¶
func (p *Player) RemoveBossBar()
func (*Player) RemoveDebugShape ¶
func (*Player) RemoveEffect ¶
func (*Player) RemoveExperience ¶
func (*Player) RemoveScoreboard ¶
func (p *Player) RemoveScoreboard()
func (*Player) RemoveViewLayer ¶
func (*Player) ResetEnchantmentSeed ¶
func (p *Player) ResetEnchantmentSeed()
func (*Player) ResetFallDistance ¶
func (p *Player) ResetFallDistance()
func (*Player) Respawn ¶
func (p *Player) Respawn() *world.EntityHandle
func (*Player) SelfSignedID ¶
func (*Player) SendBossBar ¶
func (*Player) SendCommandOutput ¶
func (*Player) SendGameRule ¶
func (*Player) SendJukeboxPopup ¶
func (*Player) SendScoreboard ¶
func (p *Player) SendScoreboard(scoreboard *scoreboard.Scoreboard)
func (*Player) SendSleepingIndicator ¶
func (*Player) SetAbsorption ¶
func (*Player) SetAirSupply ¶
func (*Player) SetAlwaysShowNameTag ¶
func (*Player) SetExperienceLevel ¶
func (*Player) SetExperienceProgress ¶
func (*Player) SetFlightSpeed ¶
func (*Player) SetGameMode ¶
func (*Player) SetHeldItems ¶
func (*Player) SetHeldSlot ¶
func (*Player) SetImmobile ¶
func (p *Player) SetImmobile()
func (*Player) SetInvisible ¶
func (p *Player) SetInvisible()
func (*Player) SetMaxAirSupply ¶
func (*Player) SetMaxHealth ¶
func (*Player) SetNameTag ¶
func (*Player) SetScoreTag ¶
func (*Player) SetVelocity ¶
func (*Player) SetVerticalFlightSpeed ¶
func (*Player) SetVisible ¶
func (p *Player) SetVisible()
func (*Player) ShowCoordinates ¶
func (p *Player) ShowCoordinates()
func (*Player) ShowEntity ¶
func (*Player) ShowHudElement ¶
func (*Player) ShowParticle ¶
func (*Player) StartCrawling ¶
func (p *Player) StartCrawling()
func (*Player) StartFlying ¶
func (p *Player) StartFlying()
func (*Player) StartGliding ¶
func (p *Player) StartGliding()
func (*Player) StartSneaking ¶
func (p *Player) StartSneaking()
func (*Player) StartSprinting ¶
func (p *Player) StartSprinting()
func (*Player) StartSwimming ¶
func (p *Player) StartSwimming()
func (*Player) StopCrawling ¶
func (p *Player) StopCrawling()
func (*Player) StopFlying ¶
func (p *Player) StopFlying()
func (*Player) StopGliding ¶
func (p *Player) StopGliding()
func (*Player) StopSneaking ¶
func (p *Player) StopSneaking()
func (*Player) StopSprinting ¶
func (p *Player) StopSprinting()
func (*Player) StopSwimming ¶
func (p *Player) StopSwimming()
func (*Player) TorsoHeight ¶
func (*Player) TravelThroughPortal ¶
func (*Player) UnlockInput ¶
func (*Player) UpdateDiagnostics ¶
func (p *Player) UpdateDiagnostics(d session.Diagnostics)
func (*Player) UseItemOnBlock ¶
func (*Player) VerticalFlightSpeed ¶
func (*Player) ViewAlwaysShowNameTag ¶
func (*Player) ViewPublicAlwaysShowNameTag ¶
func (*Player) ViewPublicNameTag ¶
func (*Player) ViewPublicScoreTag ¶
func (*Player) ViewVisibility ¶
func (p *Player) ViewVisibility(entity world.Entity, level world.VisibilityLevel)
func (*Player) VisibleDebugShapes ¶
type StarvationDamageSource ¶
type StarvationDamageSource struct{}
func (StarvationDamageSource) Fire ¶
func (StarvationDamageSource) Fire() bool
func (StarvationDamageSource) IgnoreTotem ¶
func (StarvationDamageSource) IgnoreTotem() bool
func (StarvationDamageSource) ReducedByArmour ¶
func (StarvationDamageSource) ReducedByArmour() bool
func (StarvationDamageSource) ReducedByResistance ¶
func (StarvationDamageSource) ReducedByResistance() bool
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