99 lines
3.0 KiB
Go
99 lines
3.0 KiB
Go
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package sound
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import "github.com/df-mc/dragonfly/server/world"
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// ItemBreak is a sound played when an item in the inventory is broken, such as when a tool reaches 0
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// durability and breaks.
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type ItemBreak struct{ sound }
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// ItemThrow is a sound played when a player throws an item, such as a snowball.
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type ItemThrow struct{ sound }
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// ItemUseOn is a sound played when a player uses its item on a block. An example of this is when a player
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// uses a shovel to turn grass into dirt path. Note that in these cases, the Block is actually the new block,
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// not the old one.
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type ItemUseOn struct {
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// Block is generally the block that was created by using the item on a block. The sound played differs
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// depending on this field.
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Block world.Block
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sound
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}
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// EquipItem is a sound played when the player fast equips an item by using it.
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type EquipItem struct {
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// Item is the item that was equipped. The sound played differs depending on this field.
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Item world.Item
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sound
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}
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// BucketFill is a sound played when a bucket is filled using a liquid source block from the world.
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type BucketFill struct {
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// Liquid is the liquid that the bucket is filled up with.
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Liquid world.Liquid
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sound
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}
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// BucketEmpty is a sound played when a bucket with a liquid in it is placed into the world.
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type BucketEmpty struct {
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// Liquid is the liquid that the bucket places into the world.
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Liquid world.Liquid
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sound
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}
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// BowShoot is a sound played when a bow is shot.
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type BowShoot struct{ sound }
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// CrossbowLoad is a sound when a crossbow is being loaded.
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type CrossbowLoad struct {
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// Stage is the stage of the crossbow.
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Stage int
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// QuickCharge returns if the item being used has quick charge enchantment.
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QuickCharge bool
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sound
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}
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// CrossbowShoot is a sound played when a crossbow is shot.
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type CrossbowShoot struct{ sound }
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const (
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// CrossbowLoadingStart is the stage where a crossbows start to load.
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CrossbowLoadingStart = iota
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// CrossbowLoadingMiddle is the stage where a crossbow loading but not yet
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// finished loading.
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CrossbowLoadingMiddle
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// CrossbowLoadingEnd is the stage where a crossbow is finished loading.
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CrossbowLoadingEnd
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)
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// ArrowHit is a sound played when an arrow hits ground.
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type ArrowHit struct{ sound }
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// Teleport is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.
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type Teleport struct{ sound }
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// UseSpyglass is a sound played when a player uses a spyglass.
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type UseSpyglass struct{ sound }
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// StopUsingSpyglass is a sound played when a player stops using a spyglass.
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type StopUsingSpyglass struct{ sound }
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// GoatHorn is a sound played when a player uses a goat horn.
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type GoatHorn struct {
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// Horn is the type of the goat horn.
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Horn Horn
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sound
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}
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// FireCharge is a sound played when a player lights a block on fire with a fire charge, or when a dispenser or a
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// blaze shoots a fireball.
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type FireCharge struct{ sound }
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// Totem is a sound played when a player uses a totem.
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type Totem struct{ sound }
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