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 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 data) { if (!DataTypes.ReadNextBool(data)) return; DataTypes.ReadNextVarInt(data); // maxDurationTicks DataTypes.ReadNextFloat(data); // minSpeed DataTypes.ReadNextFloat(data); // minRelativeSpeed } private void ReadOptionalSoundEventHolder(Queue 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 Serialize() { return new Queue(); } }