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- world.playSoundAtEntity
- - Server: Simply sends a sound packet at the entity's position to all nearby
- - Client: No-Op
- world.playSoundToNearExcept
- - Server: Sends sound packet at provided player's position to everyone except that player
- - Client: No-Op
- world.playSoundEffect
- - Server: Send sound packet at provided position to all nearby
- - Client: No-Op
- world.playSound
- - Server: No-Op
- - Client: Plays the sound at provided position
- entity.playSound
- - Universal: Calls world.playSoundAtEntity on self
- - Server: Simply sends a sound packet at the entity's position to all nearby
- - Client: No-Op
- OVERRIDES ENTITY PLAYSOUND
- EntityPlayer.playSound
- - Universal: Calls world.playSoundToNearExcept on self
- - Server: Sends sound packet at provided player's position to everyone EXCEPT THE PLAYER IT'S CALLED ON
- - Client: No-Op
- OVERRIDES ABOVE TWO
- EntityPlayerSP.playSound
- - Server: Class Nonexistent on server
- - Client: Plays the sound on the client world at the player's location
- ===================
- Block (1.8)
- 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.
- 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
- isFullCube(): appears to be used for rendering (fence connections, model quad baking) and a few other miscellaneous things (/clone command, enderman placing, AI)
- isBlockNormalCube(): delegates to solid material and full cube, appears to be used for ambient occlusion and some visual connections (vines, redstone)
- isVisuallyOpaque(): used to deal and render suffocation
- isOpaqueCube(): appears to be used for rendering (AO, chunk rebuild buffer, culling) and some logic (can place snow layer)
- isFullBlock(): returns field which is the value of isOpaqueCube on object construction. used for some logic
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