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Show iron golem attack animation
TODO: Do the same for the hoglin and zoglin - this requires more work with the hitbox.
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parent
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commit
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1 changed files with 7 additions and 6 deletions
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@ -26,16 +26,12 @@
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package org.geysermc.connector.network.translators.java.entity;
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package org.geysermc.connector.network.translators.java.entity;
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import com.github.steveice10.mc.protocol.packet.ingame.server.entity.ServerEntityStatusPacket;
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import com.github.steveice10.mc.protocol.packet.ingame.server.entity.ServerEntityStatusPacket;
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import com.nukkitx.protocol.bedrock.data.SoundEvent;
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import com.nukkitx.protocol.bedrock.data.LevelEventType;
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import com.nukkitx.protocol.bedrock.data.LevelEventType;
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import com.nukkitx.protocol.bedrock.data.SoundEvent;
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import com.nukkitx.protocol.bedrock.data.entity.EntityData;
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import com.nukkitx.protocol.bedrock.data.entity.EntityData;
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import com.nukkitx.protocol.bedrock.data.entity.EntityEventType;
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import com.nukkitx.protocol.bedrock.data.entity.EntityEventType;
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import com.nukkitx.protocol.bedrock.data.inventory.ItemData;
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import com.nukkitx.protocol.bedrock.data.inventory.ItemData;
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import com.nukkitx.protocol.bedrock.packet.EntityEventPacket;
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import com.nukkitx.protocol.bedrock.packet.*;
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import com.nukkitx.protocol.bedrock.packet.LevelEventPacket;
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import com.nukkitx.protocol.bedrock.packet.LevelSoundEvent2Packet;
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import com.nukkitx.protocol.bedrock.packet.SetEntityDataPacket;
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import com.nukkitx.protocol.bedrock.packet.SetEntityMotionPacket;
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import org.geysermc.connector.entity.Entity;
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import org.geysermc.connector.entity.Entity;
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import org.geysermc.connector.entity.LivingEntity;
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import org.geysermc.connector.entity.LivingEntity;
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import org.geysermc.connector.entity.type.EntityType;
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import org.geysermc.connector.entity.type.EntityType;
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@ -177,6 +173,11 @@ public class JavaEntityStatusTranslator extends PacketTranslator<ServerEntitySta
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case IRON_GOLEM_EMPTY_HAND:
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case IRON_GOLEM_EMPTY_HAND:
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entityEventPacket.setType(EntityEventType.GOLEM_FLOWER_WITHDRAW);
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entityEventPacket.setType(EntityEventType.GOLEM_FLOWER_WITHDRAW);
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break;
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break;
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case IRON_GOLEM_ATTACK:
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if (entity.getEntityType() == EntityType.IRON_GOLEM) {
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entityEventPacket.setType(EntityEventType.ATTACK_START);
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}
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break;
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case RABBIT_JUMP_OR_MINECART_SPAWNER_DELAY_RESET:
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case RABBIT_JUMP_OR_MINECART_SPAWNER_DELAY_RESET:
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if (entity.getEntityType() == EntityType.RABBIT) {
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if (entity.getEntityType() == EntityType.RABBIT) {
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// This doesn't match vanilla Bedrock behavior but I'm unsure how to make it better
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// This doesn't match vanilla Bedrock behavior but I'm unsure how to make it better
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