better smooths WIP
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1 file changed
+56
@@ -0,0 +1,56 @@
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package carpet.mixins;
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import carpet.CarpetSettings;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.block.entity.BlockEntity;
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import net.minecraft.block.entity.PistonBlockEntity;
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import net.minecraft.client.network.ClientPlayNetworkHandler;
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import net.minecraft.client.network.packet.ChunkDataS2CPacket;
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import net.minecraft.client.world.ClientWorld;
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import net.minecraft.nbt.CompoundTag;
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import net.minecraft.util.math.BlockPos;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.Redirect;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import org.spongepowered.asm.mixin.injection.callback.LocalCapture;
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import org.spongepowered.asm.mixin.injection.struct.InjectionInfo;
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import java.util.Iterator;
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@Mixin(ClientPlayNetworkHandler.class)
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public class ClientPlayNetworkHandler_smoothClientAnimationsMixin
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{
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@Shadow private ClientWorld world;
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// as suggested by G4me4u
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@Inject( method = "onChunkData", locals = LocalCapture.CAPTURE_FAILSOFT, require = 0, at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/client/world/ClientWorld;getBlockEntity(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/block/entity/BlockEntity;",
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shift = At.Shift.AFTER
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))
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private void recreateMovingPistons(ChunkDataS2CPacket packet, CallbackInfo ci,
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Iterator var5, CompoundTag tag, BlockPos blockPos)
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{
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if (CarpetSettings.smoothClientAnimations) //WIP
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{
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BlockEntity blockEntity = world.getBlockEntity(blockPos);
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if (blockEntity == null && "minecraft:piston".equals(tag.getString("id")))
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{
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BlockState blockState = world.getBlockState(blockPos);
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if (blockState.getBlock() == Blocks.MOVING_PISTON) {
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blockEntity = new PistonBlockEntity();
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blockEntity.fromTag(tag);
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world.setBlockEntity(blockPos, blockEntity);
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// Probably not needed but it's done in
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// other places so let's keep the standard.
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blockEntity.resetBlock();
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}
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}
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}
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}
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}
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