protocol: add JoinGame_WorldNames_IsHard_SimDist packet variant
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@ -1324,6 +1324,41 @@ state_packets!(
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}
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/// JoinGame is sent after completing the login process. This
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/// sets the initial state for the client.
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packet JoinGame_WorldNames_IsHard_SimDist {
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/// The entity id the client will be referenced by
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field entity_id: i32 =,
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/// Whether hardcore mode is enabled
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field is_hardcore: bool =,
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/// The starting gamemode of the client
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field gamemode: u8 =,
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/// The previous gamemode of the client
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field previous_gamemode: u8 =,
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/// Identifiers for all worlds on the server
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field world_names: LenPrefixed<VarInt, String> =,
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/// Represents a dimension registry
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field dimension_codec: Option<nbt::NamedTag> =,
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/// The dimension the client is starting in
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field dimension: Option<nbt::NamedTag> =,
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/// The world being spawned into
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field world_name: String =,
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/// Truncated SHA-256 hash of world's seed
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field hashed_seed: i64 =,
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/// The max number of players on the server
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field max_players: VarInt =,
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/// The render distance (2-32)
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field view_distance: VarInt =,
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/// The distance the client will process entities
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field simulation_distance: VarInt =,
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/// Whether the client should reduce the amount of debug
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/// information it displays in F3 mode
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field reduced_debug_info: bool =,
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/// Whether to prompt or immediately respawn
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field enable_respawn_screen: bool =,
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/// Whether the world is in debug mode
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field is_debug: bool =,
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/// Whether the world is a superflat world
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field is_flat: bool =,
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}
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packet JoinGame_WorldNames_IsHard {
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/// The entity id the client will be referenced by
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field entity_id: i32 =,
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@ -2021,7 +2056,7 @@ state_packets!(
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}
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/// UpdateSimulationDistance is used to set how far the client will process entities.
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packet UpdateSimulationDistance {
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field simulationDistance: VarInt =,
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field simulation_distance: VarInt =,
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}
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/// SpawnPosition is sent to change the player's current spawn point. Currently
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/// only used by the client for the compass.
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@ -96,7 +96,7 @@ protocol_packet_ids!(
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0x23 => Effect
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0x24 => Particle_f64
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0x25 => UpdateLight_Arrays
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0x26 => JoinGame_WorldNames_IsHard
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0x26 => JoinGame_WorldNames_IsHard_SimDist
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0x27 => Maps
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0x28 => TradeList_WithRestock
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0x29 => EntityMove_i16
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