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azalea/azalea-protocol/src/packets/game/c_animate.rs

22 lines
588 B
Rust

use azalea_buf::AzBuf;
use azalea_protocol_macros::ClientboundGamePacket;
use azalea_world::MinecraftEntityId;
#[derive(Clone, Debug, AzBuf, ClientboundGamePacket)]
pub struct ClientboundAnimate {
#[var]
pub id: MinecraftEntityId,
pub action: AnimationAction,
}
// minecraft actually uses a u8 for this, but a varint still works and makes it
// so i don't have to add a special handler
#[derive(Clone, Debug, Copy, AzBuf)]
pub enum AnimationAction {
SwingMainHand = 0,
Hurt = 1,
WakeUp = 2,
SwingOffHand = 3,
CriticalHit = 4,
MagicCriticalHit = 5,
}