Expand PlayerWakupEvent to expose the three parameters passed into EntityPlayer.wakeUp. Closes #1486

This commit is contained in:
Lex Manos 2014-12-07 05:48:02 -08:00
parent 4cc278a125
commit 81086375e8
2 changed files with 29 additions and 3 deletions

View File

@ -77,7 +77,7 @@
+ {
+ this.func_71010_c(itemstack, 5);
+ }
+
+
+ if (--this.field_71072_f == 0 && !this.field_70170_p.field_72995_K)
+ {
+ this.func_71036_o();
@ -384,7 +384,7 @@
public void func_70999_a(boolean p_70999_1_, boolean p_70999_2_, boolean p_70999_3_)
{
+ MinecraftForge.EVENT_BUS.post(new net.minecraftforge.event.entity.player.PlayerWakeUpEvent(this));
+ MinecraftForge.EVENT_BUS.post(new net.minecraftforge.event.entity.player.PlayerWakeUpEvent(this, p_70999_1_, p_70999_2_, p_70999_3_));
this.func_70105_a(0.6F, 1.8F);
this.func_71061_d_();
ChunkCoordinates chunkcoordinates = this.field_71081_bT;
@ -642,7 +642,7 @@
+
+ public float eyeHeight;
+ private String displayname;
+
+
+ /**
+ * Returns the default eye height of the player
+ * @return player default eye height

View File

@ -9,8 +9,34 @@ import net.minecraft.entity.player.EntityPlayer;
*/
public class PlayerWakeUpEvent extends PlayerEvent
{
@Deprecated //ToDo: Remove in 1.8
public PlayerWakeUpEvent(EntityPlayer player)
{
this(player, false, false, false);
}
/**
* Used for the 'wake up animation'.
* This is false if the player is considered 'sleepy' and the overlay should slowly fade away.
*/
public final boolean wakeImmediatly;
/**
* Indicates if the server should be notified of sleeping changes.
* This will only be false if the server is considered 'up to date' already, because, for example, it initiated the call.
*/
public final boolean updateWorld;
/**
* Indicates if the player's sleep was considered successful.
* In vanilla, this is used to determine if the spawn chunk is to be set to the bed's position.
*/
public final boolean setSpawn;
public PlayerWakeUpEvent(EntityPlayer player, boolean wakeImmediatly, boolean updateWorld, boolean setSpawn)
{
super(player);
this.wakeImmediatly = wakeImmediatly;
this.updateWorld = updateWorld;
this.setSpawn = setSpawn;
}
}