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