Package com.flansmod.common

Examples of com.flansmod.common.PlayerData


                team.sortPlayers();
                data.writeInt(team.members.size());
                for(int j = 0; j < team.members.size(); j++)
                {
                  String username = team.members.get(j);
                  PlayerData playerData = PlayerHandler.getPlayerData(username, Side.SERVER);
                  writeUTF(data, username);
                  if(playerData == null)
                  {
                    data.writeInt(0);
                    data.writeInt(0);
                    data.writeInt(0);
                    writeUTF(data, "");
                  }
                  else
                  {
                    data.writeInt(playerData.score);
                    data.writeInt(playerData.zombieScore);
                    data.writeInt(playerData.kills);
                    data.writeInt(playerData.deaths);
                    writeUTF(data, playerData.playerClass.shortName);
                  }
                }
              }
            }
        }
        else
        {
          data.writeBoolean(false);
          ArrayList<String> playerNames = new ArrayList<String>();
          for(int i = 0; i < TeamsManager.getInstance().currentRound.teams.length; i++)
            {
              Team team = TeamsManager.getInstance().currentRound.teams[i];
              if(team == null || team.members == null)
              {
                continue;
              }
              playerNames.addAll(team.members);
            }
         
          Collections.sort(playerNames, new Team.ComparatorScore());
            data.writeInt(playerNames.size());
            for(int j = 0; j < playerNames.size(); j++)
            {
              String username = playerNames.get(j);
              PlayerData playerData = PlayerHandler.getPlayerData(username, Side.SERVER);
              writeUTF(data, username);
              if(playerData == null)
              {
                data.writeInt(0);
                data.writeInt(0);
View Full Code Here


  public void renderOffHandGun(RenderPlayerEvent.Specials.Post event)
  {
    RenderPlayer renderer = event.renderer;
    EntityPlayer player = event.entityPlayer;
    float dt = event.partialRenderTick;
    PlayerData data = PlayerHandler.getPlayerData(player, Side.CLIENT);
   
    ItemStack gunStack = null;
   
    //Check current stack is a one handed gun
    if(player instanceof EntityOtherPlayerMP)
View Full Code Here

     
  //Handle player hiding / name tag removal for teams
  @SubscribeEvent
  public void renderLiving(RenderPlayerEvent.Pre event)
  {
    PlayerData data = PlayerHandler.getPlayerData(event.entityPlayer, Side.CLIENT);
   
    //Render debug boxes for player snapshots
    if(FlansMod.DEBUG && data != null)
    {
      if(data.snapshots[0] != null)
View Full Code Here

    if(entity instanceof EntityPlayer && ((EntityPlayer)entity).inventory.getCurrentItem() == itemstack)
    {     
      //Get useful objects
      Minecraft mc = Minecraft.getMinecraft();
      EntityPlayer player = (EntityPlayer)entity;
      PlayerData data = PlayerHandler.getPlayerData(player, Side.CLIENT);
     
      //Play idle sounds
      if (soundDelay <= 0 && type.idleSound != null)
      {
        PacketPlaySound.sendSoundPacket(entity.posX, entity.posY, entity.posZ, FlansMod.soundRange, entity.dimension, type.idleSound, false);
        soundDelay = type.idleSoundLength;
      }
     
      //This code is not for deployables
      if (type.deployable)
        return;
     
     
      GameSettings gameSettings = FMLClientHandler.instance().getClient().gameSettings;
      //If in a GUI
      if(FMLClientHandler.instance().getClient().currentScreen != null)
      {
        if(FlansModClient.currentScope != null)
        {
          FlansModClient.currentScope = null;
          gameSettings.mouseSensitivity = FlansModClient.originalMouseSensitivity;
          gameSettings.thirdPersonView = FlansModClient.originalThirdPerson;
          gameSettings.fovSetting = FlansModClient.originalFOV;
       
      }
      //Do not shoot ammo bags, flags or dropped gun items
      else if(mc.objectMouseOver != null && (mc.objectMouseOver.entityHit instanceof EntityFlagpole || mc.objectMouseOver.entityHit instanceof EntityFlag || mc.objectMouseOver.entityHit instanceof EntityGunItem || (mc.objectMouseOver.entityHit instanceof EntityGrenade && ((EntityGrenade)mc.objectMouseOver.entityHit).type.isDeployableBag)))
      {
       
      }
      //Else do shoot code
      else
      {
        //Get whether mice are held
        lastRightMouseHeld = rightMouseHeld;
        lastLeftMouseHeld = leftMouseHeld;
        rightMouseHeld = Mouse.isButtonDown(1);
        leftMouseHeld = Mouse.isButtonDown(0);
       
       
        boolean offHandFull = false;
       
        //----------------------------- Off hand item ---------------------------------------------------------------------
        if(type.oneHanded)
        {
          if(data.offHandGunSlot == player.inventory.currentItem + 1)
            data.offHandGunSlot = 0;
          //Cycle selection
          int dWheel = Mouse.getDWheel();
          if(Keyboard.isKeyDown(mc.gameSettings.keyBindSneak.getKeyCode()) && dWheel != 0)
          {
            data.cycleOffHandItem(player, dWheel);
          }
         
          if(data.offHandGunSlot != 0)
          {
            offHandFull = true;
View Full Code Here

 
  /** Client side shoot method for animations and delayers
   * @return whether to consume the gun item  */
  public boolean clientSideShoot(EntityPlayer player, ItemStack stack, GunType gunType, boolean left)
  {
    PlayerData data = PlayerHandler.getPlayerData(player);
    if(FlansModClient.shootTime(left) <= 0)
    {
      boolean hasAmmo = false;
      for(int i = 0; i < gunType.numAmmoItemsInGun; i++)
      {
View Full Code Here

  public void onUpdateServer(ItemStack itemstack, World world, Entity entity, int i, boolean flag)
  {
    if(entity instanceof EntityPlayerMP)
    {
      EntityPlayerMP player = (EntityPlayerMP)entity;
      PlayerData data = PlayerHandler.getPlayerData(player);
      if(data == null)
        return;
     
      if(player.inventory.getCurrentItem() != itemstack)
      {
View Full Code Here

    else onUpdateServer(itemstack, world, pEnt, i, flag);
   
    if(pEnt instanceof EntityPlayer)
    {
      EntityPlayer player = (EntityPlayer)pEnt;
      PlayerData data = PlayerHandler.getPlayerData(player);
      if(data == null)
        return;
      //if(data.lastMeleePositions == null || data.lastMeleePositions.length != type.meleeDamagePoints.size())
      //{
      //  data.lastMeleePositions = new Vector3f[type.meleeDamagePoints.size()];
      //  for(int j = 0; j < type.meleeDamagePoints.size(); j++)
      //    data.lastMeleePositions[j] = new Vector3f(player.posX, player.posY, player.posZ);
      //}
      //Melee weapon
      if(data.meleeLength > 0 && type.meleePath.size() > 0 && player.inventory.getCurrentItem() == itemstack)
      {
        for(int k = 0; k < type.meleeDamagePoints.size(); k++)
        {
          Vector3f meleeDamagePoint = type.meleeDamagePoints.get(k);
          //Do a raytrace from the prev pos to the current pos and attack anything in the way
          Vector3f nextPos = type.meleePath.get((data.meleeProgress + 1) % type.meleePath.size());
          Vector3f nextAngles = type.meleePathAngles.get((data.meleeProgress + 1) % type.meleePathAngles.size());
          RotatedAxes nextAxes = new RotatedAxes().rotateGlobalRoll(-nextAngles.x).rotateGlobalPitch(-nextAngles.z).rotateGlobalYaw(-nextAngles.y);
         
          Vector3f nextPosInGunCoords = nextAxes.findLocalVectorGlobally(meleeDamagePoint);
          Vector3f.add(nextPos, nextPosInGunCoords, nextPosInGunCoords);
          Vector3f.add(new Vector3f(0F, 0F, 0F), nextPosInGunCoords, nextPosInGunCoords);
          Vector3f nextPosInPlayerCoords = new RotatedAxes(player.rotationYaw + 90F, player.rotationPitch, 0F).findLocalVectorGlobally(nextPosInGunCoords);
         
         
          if(!FlansMod.proxy.isThePlayer(player))
            nextPosInPlayerCoords.y += 1.6F;
         
          Vector3f nextPosInWorldCoords = new Vector3f(player.posX + nextPosInPlayerCoords.x, player.posY + nextPosInPlayerCoords.y, player.posZ + nextPosInPlayerCoords.z);
         
          Vector3f dPos = data.lastMeleePositions[k] == null ? new Vector3f() : Vector3f.sub(nextPosInWorldCoords, data.lastMeleePositions[k], null);
         
          if(player.worldObj.isRemote && FlansMod.DEBUG)
            player.worldObj.spawnEntityInWorld(new EntityDebugVector(player.worldObj, data.lastMeleePositions[k], dPos, 200, 1F, 0F, 0F));
         
          //Do the raytrace
          {
            //Create a list for all bullet hits
            ArrayList<BulletHit> hits = new ArrayList<BulletHit>();
                   
            //Iterate over all entities
            for(int j = 0; j < world.loadedEntityList.size(); j++)
            {
              Object obj = world.loadedEntityList.get(j);
              //Get players
              if(obj instanceof EntityPlayer)
              {
                EntityPlayer otherPlayer = (EntityPlayer)obj;
                PlayerData otherData = PlayerHandler.getPlayerData(otherPlayer);
                boolean shouldDoNormalHitDetect = false;
                if(otherPlayer == player)
                  continue;
                if(otherData != null)
                {
View Full Code Here

    return new EntityDamageSourceGun(type.shortName, attacker, attacker, type, false);
  }
 
  public void onMouseHeld(ItemStack stack, World world, EntityPlayerMP player, boolean left, boolean isShooting)
  {
    PlayerData data = PlayerHandler.getPlayerData(player);
    if(data != null && data.shootClickDelay == 0)
    {
      //Drivers can't shoot
      if(player.ridingEntity instanceof EntitySeat && ((EntitySeat)player.ridingEntity).seatInfo.id == 0)
        return;
View Full Code Here

   
  public ItemStack tryToShoot(ItemStack gunStack, GunType gunType, World world, EntityPlayerMP entityplayer, boolean left)
  {
    if(type.deployable)
      return gunStack;
    PlayerData data = PlayerHandler.getPlayerData(entityplayer);
    //Shoot delay ticker is at (or below) 0. Try and shoot the next bullet
    if((left && data.shootTimeLeft <= 0) || (!left && data.shootTimeRight <= 0))
    {
      //Go through the bullet stacks in the gun and see if any of them are not null
      int bulletID = 0;
View Full Code Here

        animations.doMelee(type.meleeTime);
      }
      //Do custom melee hit detection
      if(entityLiving instanceof EntityPlayer)
      {
        PlayerData data = PlayerHandler.getPlayerData((EntityPlayer)entityLiving);
        data.doMelee((EntityPlayer)entityLiving, type.meleeTime, type);
      }
    }
    return type.secondaryFunction != EnumSecondaryFunction.MELEE;
  }
View Full Code Here

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