Add Entity.Name & /inventory 0 creative <slot> <itemtype> <count> (#1024)

* Update Program.cs

* Update Entity.cs

Add Entity.Name

* Update Program.cs
* Update Entity.cs

Add break;

* Update Entity.cs

* Update Inventory.cs

Add /inventory 0 creative <slot> <item> <count>

* Update PacketOutgoingType.cs

+ CreativeInventoryAction

* Update Protocol16.cs

+ SendCreativeInventorAction

* Update Protocol18.cs

+ SendCreativeInventorAction

* Update IMinecraftCom.cs

+ SendCreativeInventorAction

* Update McTcpClient.cs

+ DoCreativeInventorAction

* Update ChatBot.cs

+ CreativeInventorAction

* Update McTcpClient.cs
* Update ChatBot.cs
* Update Inventory.cs

Add show count

* Update ChatBot.cs

+ ChatBot fix

* Update Inventory.cs

Inventory update and Fix

* Update Entity.cs
* Update McTcpClient.cs
* Update Program.cs
* Update Protocol16.cs
* Update Protocol18.cs
* Update IMinecraftCom.cs
* Update Entity.cs
This commit is contained in:
Рома Данилов 2020-05-26 00:16:53 +05:00 committed by GitHub
parent 65620e2e95
commit d120001d70
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 110 additions and 16 deletions

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -886,6 +886,20 @@ namespace MinecraftClient
return Handler.InteractEntity(EntityID, type);
}
/// <summary>
/// Interact with an entity
/// </summary>
/// <param name="slot"></param>
/// <param name="ItemType"></param>
/// <param name="count"></param>
/// <returns></returns>
protected bool CreativeInventoryAction(int slot, ItemType ItemType, int count)
{
Dictionary<string, object> NBT = null;
Item item = new Item((int)ItemType, count, NBT);
return Handler.DoCreativeInventoryAction(slot, item);
}
/// <summary>
/// Use item currently in the player's hand (active inventory bar slot)
/// </summary>