Advertisement
Guest User

Untitled

a guest
Nov 27th, 2015
198
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.00 KB | None | 0 0
  1. world.playSoundAtEntity
  2. - Server: Simply sends a sound packet at the entity's position to all nearby
  3. - Client: No-Op
  4.  
  5. world.playSoundToNearExcept
  6. - Server: Sends sound packet at provided player's position to everyone except that player
  7. - Client: No-Op
  8.  
  9. world.playSoundEffect
  10. - Server: Send sound packet at provided position to all nearby
  11. - Client: No-Op
  12.  
  13. world.playSound
  14. - Server: No-Op
  15. - Client: Plays the sound at provided position
  16.  
  17. entity.playSound
  18. - Universal: Calls world.playSoundAtEntity on self
  19. - Server: Simply sends a sound packet at the entity's position to all nearby
  20. - Client: No-Op
  21.  
  22. OVERRIDES ENTITY PLAYSOUND
  23. EntityPlayer.playSound
  24. - Universal: Calls world.playSoundToNearExcept on self
  25. - Server: Sends sound packet at provided player's position to everyone EXCEPT THE PLAYER IT'S CALLED ON
  26. - Client: No-Op
  27.  
  28. OVERRIDES ABOVE TWO
  29. EntityPlayerSP.playSound
  30. - Server: Class Nonexistent on server
  31. - Client: Plays the sound on the client world at the player's location
  32.  
  33.  
  34.  
  35.  
  36. ===================
  37.  
  38.  
  39. Block (1.8)
  40.  
  41. isNormalCube(): delegates to solid material, full cube, and not providing power. Appears to be the main logic method. Used in grass spreading, finding spawnpoints, etc.
  42.  
  43. isNormalCube(blockaccess, pos): forge, delegates to opaque material, full cube, and not providing power. Determines redstone properties, pushing out of blocks, etc. Replaces the above vanilla method
  44.  
  45. isFullCube(): appears to be used for rendering (fence connections, model quad baking) and a few other miscellaneous things (/clone command, enderman placing, AI)
  46.  
  47. isBlockNormalCube(): delegates to solid material and full cube, appears to be used for ambient occlusion and some visual connections (vines, redstone)
  48.  
  49. isVisuallyOpaque(): used to deal and render suffocation
  50.  
  51. isOpaqueCube(): appears to be used for rendering (AO, chunk rebuild buffer, culling) and some logic (can place snow layer)
  52.  
  53. isFullBlock(): returns field which is the value of isOpaqueCube on object construction. used for some logic
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement