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Nix some client-sided sounds, control them from the server
this is a necessary step to knock out the implicit assumption that every player is using the same protocol.
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53
src/world/sound/EntityShortFallSound.php
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53
src/world/sound/EntityShortFallSound.php
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<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\world\sound;
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use pocketmine\entity\Entity;
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use pocketmine\math\Vector3;
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use pocketmine\network\mcpe\protocol\AddActorPacket;
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use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
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use pocketmine\player\Player;
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/**
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* Played when an entity hits the ground after falling a short distance.
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*/
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class EntityShortFallSound implements Sound{
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/** @var Entity */
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private $entity;
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public function __construct(Entity $entity){
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$this->entity = $entity;
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}
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public function encode(?Vector3 $pos){
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return LevelSoundEventPacket::create(
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LevelSoundEventPacket::SOUND_FALL_SMALL,
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$pos,
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-1,
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$this->entity instanceof Player ? "minecraft:player" : AddActorPacket::LEGACY_ID_MAP_BC[$this->entity::NETWORK_ID] //TODO: bad hack, stuff depends on players having a -1 network ID :(
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//TODO: does isBaby have any relevance here?
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);
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}
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}
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