2ea1775224
Mod creators should call MinecraftForge.registerEntity to register a entity. All entity ID numbers are Mod Unique. Meaning two mods can have Entity #1. Added client and server side packet handlers for the 'Forge' channel. For use in internal packets such as the new Spawn packet. Updated the build scripts to copy over unique server source files now that there actually are some. For modders: If you have a entity that used MLMP's 'owner' system, you should have your entity implement IThrowableEntity If you have a entity that implments MLMLP's ISpawnable, you should implement ISpawnHandler. They provide the same functionality, just in a cleaner, more orginized way and will be the method used when we eventually drop MLMP.
23 lines
546 B
Bash
Executable file
23 lines
546 B
Bash
Executable file
#!/bin/bash
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cd ..
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rm -rf src bin src_forge
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cp -a src_work src_forge
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cp -a forge/forge_client/src/net/* src_forge/minecraft/net/
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cp -a forge/forge_server/src/net/* src_forge/minecraft_server/net/
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cp -a forge/forge_common/net/* src_forge/minecraft/net/
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cp -a forge/forge_common/net/* src_forge/minecraft_server/net/
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cd forge
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./inject_version.sh ../src_forge/minecraft/net/minecraft/src/forge/ForgeHooks.java
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./inject_version.sh ../src_forge/minecraft_server/net/minecraft/src/forge/ForgeHooks.java
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cd ..
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cp -a src_forge src
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./recompile.sh
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