Squake/java/squeek/quakemovement/mixin/PlayerEntityMixin.java
Ryan Liptak 1e07dbda1c Some more porting/water movement work
Still broken, things are in an arbitrary state (debug prints left in, etc)
2020-11-02 17:22:57 -08:00

51 lines
1.7 KiB
Java

package squeek.quakemovement.mixin;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.util.math.Vec3d;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import squeek.quakemovement.ModConfig;
import squeek.quakemovement.QuakeClientPlayer;
import squeek.quakemovement.QuakeServerPlayer;
@Mixin(PlayerEntity.class)
public abstract class PlayerEntityMixin
{
@Inject(at = @At("HEAD"), method = "travel(Lnet/minecraft/util/math/Vec3d;)V", cancellable = true)
private void travel(Vec3d movementInput, CallbackInfo info)
{
if (!ModConfig.ENABLED)
return;
if (QuakeClientPlayer.travel((PlayerEntity) (Object) this, movementInput))
info.cancel();
}
@Inject(at = @At("HEAD"), method = "tick()V")
private void beforeUpdate(CallbackInfo info)
{
QuakeClientPlayer.beforeOnLivingUpdate((PlayerEntity) (Object) this);
}
@Inject(at = @At("TAIL"), method = "jump()V")
private void afterJump(CallbackInfo info)
{
QuakeClientPlayer.afterJump((PlayerEntity) (Object) this);
}
@Inject(at = @At("HEAD"), method = "handleFallDamage")
private void beforeFall(float fallDistance, float damageMultiplier, CallbackInfoReturnable<Boolean> info)
{
QuakeServerPlayer.beforeFall((PlayerEntity) (Object) this, fallDistance, damageMultiplier);
}
@Inject(at = @At("TAIL"), method = "handleFallDamage")
private void afterFall(float fallDistance, float damageMultiplier, CallbackInfoReturnable<Boolean> info)
{
QuakeServerPlayer.afterFall((PlayerEntity) (Object) this, fallDistance, damageMultiplier);
}
}