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azalea/azalea-protocol/src/packets/game/clientbound_login_packet.rs
mat dbb2092ac0
Implement ALL packets (#16)
* add a couple more packets and improve codegen

* enums in packet codegen

* fix enums and MORE PACKETS

* make unsigned numbers the default

* codegen can make hashmaps

* UnsizedByteArray in codegen

* Vec and Option

* enum codgen works in more situations

* ServerboundInteractPacket

* Fix error with new error system

* More packets

* more packets

* more packets

* guess what was added

* yeah it's more packets

* add more packets

* packets

* start adding ClientboundBossEventPacket

* finish boss event packet

* improve codegen for linux

* start on command suggestions packet

* rename declare_commands to commands

* más paquetes

* fix generating custom payload packet

* more packets

* mehr Pakete

* improve codegen for movement packets

* rename move packets to have "packet" at the end

* fix some unused variable warns

* addere plus facis

* pli da pakoj

* plus de paquets

* più pacchetti

* make ChatFormatting a macro in azalea-chat

* change a match to matches! macro

* update SetPlayerTeam to use ChatFormatting

* ClientboundSetScorePacket & fix clippy warnings

* finish game state 🎉

* add remaining packets for other states

* fix error in ping.rs
2022-08-20 15:17:07 -05:00

27 lines
818 B
Rust
Executable file

use azalea_buf::McBuf;
use azalea_core::{GameType, GlobalPos, OptionalGameType, ResourceLocation};
use packet_macros::ClientboundGamePacket;
#[derive(Clone, Debug, McBuf, ClientboundGamePacket)]
pub struct ClientboundLoginPacket {
pub player_id: u32,
pub hardcore: bool,
pub game_type: GameType,
pub previous_game_type: OptionalGameType,
pub levels: Vec<ResourceLocation>,
pub registry_holder: azalea_nbt::Tag,
pub dimension_type: ResourceLocation,
pub dimension: ResourceLocation,
pub seed: i64,
#[var]
pub max_players: i32,
#[var]
pub chunk_radius: u32,
#[var]
pub simulation_distance: u32,
pub reduced_debug_info: bool,
pub show_death_screen: bool,
pub is_debug: bool,
pub is_flat: bool,
pub last_death_location: Option<GlobalPos>,
}