Minecraft-Console-Client/MinecraftClient/Protocol/Handlers/StructuredComponents/Components/1_21_11/KineticWeaponComponent.cs

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using System.Collections.Generic;
using MinecraftClient.Inventory.ItemPalettes;
using MinecraftClient.Protocol.Handlers.StructuredComponents.Core;
namespace MinecraftClient.Protocol.Handlers.StructuredComponents.Components._1_21_11;
public class KineticWeaponComponent(DataTypes dataTypes, ItemPalette itemPalette, SubComponentRegistry subComponentRegistry)
: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
{
public override void Parse(Queue<byte> data)
{
DataTypes.ReadNextVarInt(data); // contactCooldownTicks
DataTypes.ReadNextVarInt(data); // delayTicks
ReadOptionalCondition(data); // dismountConditions
ReadOptionalCondition(data); // knockbackConditions
ReadOptionalCondition(data); // damageConditions
DataTypes.ReadNextFloat(data); // forwardMovement
DataTypes.ReadNextFloat(data); // damageMultiplier
ReadOptionalSoundEventHolder(data); // sound
ReadOptionalSoundEventHolder(data); // hitSound
}
private void ReadOptionalCondition(Queue<byte> data)
{
if (!DataTypes.ReadNextBool(data)) return;
DataTypes.ReadNextVarInt(data); // maxDurationTicks
DataTypes.ReadNextFloat(data); // minSpeed
DataTypes.ReadNextFloat(data); // minRelativeSpeed
}
private void ReadOptionalSoundEventHolder(Queue<byte> data)
{
if (!DataTypes.ReadNextBool(data)) return;
var holderId = DataTypes.ReadNextVarInt(data);
if (holderId == 0)
{
DataTypes.ReadNextString(data);
if (DataTypes.ReadNextBool(data))
DataTypes.ReadNextFloat(data);
}
}
public override Queue<byte> Serialize()
{
return new Queue<byte>();
}
}