lots of code
This commit is contained in:
@@ -0,0 +1,626 @@
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package io.github.skippyall.minions.fakeplayer;
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import java.util.EnumMap;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import net.minecraft.commands.arguments.EntityAnchorArgument;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.network.protocol.game.ClientboundSetCarriedItemPacket;
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import net.minecraft.network.protocol.game.ServerboundPlayerActionPacket;
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import net.minecraft.server.level.ServerLevel;
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import net.minecraft.server.level.ServerPlayer;
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import net.minecraft.util.Mth;
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import net.minecraft.world.InteractionHand;
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import net.minecraft.world.InteractionResult;
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import net.minecraft.world.entity.Entity;
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import net.minecraft.world.entity.animal.horse.AbstractHorse;
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import net.minecraft.world.entity.decoration.ItemFrame;
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import net.minecraft.world.entity.player.Inventory;
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import net.minecraft.world.entity.vehicle.Boat;
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import net.minecraft.world.entity.vehicle.Minecart;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.phys.BlockHitResult;
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import net.minecraft.world.phys.EntityHitResult;
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import net.minecraft.world.phys.HitResult;
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import net.minecraft.world.phys.Vec2;
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import net.minecraft.world.phys.Vec3;
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public class EntityPlayerActionPack
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{
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private final ServerPlayer player;
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private final Map<ActionType, Action> actions = new EnumMap<>(ActionType.class);
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private BlockPos currentBlock;
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private int blockHitDelay;
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private boolean isHittingBlock;
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private float curBlockDamageMP;
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private boolean sneaking;
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private boolean sprinting;
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private float forward;
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private float strafing;
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private int itemUseCooldown;
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public EntityPlayerActionPack(ServerPlayer playerIn)
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{
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player = playerIn;
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stopAll();
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}
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public void copyFrom(EntityPlayerActionPack other)
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{
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actions.putAll(other.actions);
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currentBlock = other.currentBlock;
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blockHitDelay = other.blockHitDelay;
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isHittingBlock = other.isHittingBlock;
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curBlockDamageMP = other.curBlockDamageMP;
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sneaking = other.sneaking;
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sprinting = other.sprinting;
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forward = other.forward;
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strafing = other.strafing;
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itemUseCooldown = other.itemUseCooldown;
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}
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public EntityPlayerActionPack start(ActionType type, Action action)
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{
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Action previous = actions.remove(type);
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if (previous != null) type.stop(player, previous);
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if (action != null)
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{
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actions.put(type, action);
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type.start(player, action); // noop
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}
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return this;
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}
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public EntityPlayerActionPack setSneaking(boolean doSneak)
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{
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sneaking = doSneak;
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player.setShiftKeyDown(doSneak);
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if (sprinting && sneaking)
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setSprinting(false);
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return this;
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}
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public EntityPlayerActionPack setSprinting(boolean doSprint)
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{
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sprinting = doSprint;
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player.setSprinting(doSprint);
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if (sneaking && sprinting)
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setSneaking(false);
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return this;
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}
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public EntityPlayerActionPack setForward(float value)
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{
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forward = value;
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return this;
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}
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public EntityPlayerActionPack setStrafing(float value)
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{
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strafing = value;
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return this;
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}
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public EntityPlayerActionPack look(Direction direction)
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{
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return switch (direction)
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{
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case NORTH -> look(180, 0);
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case SOUTH -> look(0, 0);
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case EAST -> look(-90, 0);
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case WEST -> look(90, 0);
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case UP -> look(player.getYRot(), -90);
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case DOWN -> look(player.getYRot(), 90);
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};
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}
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public EntityPlayerActionPack look(Vec2 rotation)
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{
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return look(rotation.x, rotation.y);
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}
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public EntityPlayerActionPack look(float yaw, float pitch)
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{
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player.setYRot(yaw % 360); //setYaw
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player.setXRot(Mth.clamp(pitch, -90, 90)); // setPitch
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// maybe player.moveTo(player.getX(), player.getY(), player.getZ(), yaw, Mth.clamp(pitch,-90.0F, 90.0F));
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return this;
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}
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public EntityPlayerActionPack lookAt(Vec3 position)
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{
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player.lookAt(EntityAnchorArgument.Anchor.EYES, position);
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return this;
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}
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public EntityPlayerActionPack turn(float yaw, float pitch)
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{
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return look(player.getYRot() + yaw, player.getXRot() + pitch);
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}
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public EntityPlayerActionPack turn(Vec2 rotation)
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{
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return turn(rotation.x, rotation.y);
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}
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public EntityPlayerActionPack stopMovement()
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{
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setSneaking(false);
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setSprinting(false);
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forward = 0.0F;
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strafing = 0.0F;
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return this;
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}
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public EntityPlayerActionPack stopAll()
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{
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for (ActionType type : actions.keySet()) type.stop(player, actions.get(type));
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actions.clear();
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return stopMovement();
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}
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public EntityPlayerActionPack mount(boolean onlyRideables)
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{
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//test what happens
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List<Entity> entities;
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if (onlyRideables)
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{
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entities = player.level().getEntities(player, player.getBoundingBox().inflate(3.0D, 1.0D, 3.0D),
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e -> e instanceof Minecart || e instanceof Boat || e instanceof AbstractHorse);
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}
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else
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{
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entities = player.level().getEntities(player, player.getBoundingBox().inflate(3.0D, 1.0D, 3.0D));
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}
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if (entities.size()==0)
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return this;
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Entity closest = null;
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double distance = Double.POSITIVE_INFINITY;
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Entity currentVehicle = player.getVehicle();
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for (Entity e: entities)
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{
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if (e == player || (currentVehicle == e))
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continue;
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double dd = player.distanceToSqr(e);
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if (dd<distance)
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{
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distance = dd;
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closest = e;
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}
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}
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if (closest == null) return this;
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if (closest instanceof AbstractHorse && onlyRideables)
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((AbstractHorse) closest).mobInteract(player, InteractionHand.MAIN_HAND);
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else
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player.startRiding(closest,true);
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return this;
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}
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public EntityPlayerActionPack dismount()
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{
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player.stopRiding();
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return this;
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}
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public void onUpdate()
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{
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Map<ActionType, Boolean> actionAttempts = new HashMap<>();
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actions.values().removeIf(e -> e.done);
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for (Map.Entry<ActionType, Action> e : actions.entrySet())
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{
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ActionType type = e.getKey();
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Action action = e.getValue();
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// skipping attack if use was successful
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if (!(actionAttempts.getOrDefault(ActionType.USE, false) && type == ActionType.ATTACK))
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{
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Boolean actionStatus = action.tick(this, type);
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if (actionStatus != null)
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actionAttempts.put(type, actionStatus);
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}
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// optionally retrying use after successful attack and unsuccessful use
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if (type == ActionType.ATTACK
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&& actionAttempts.getOrDefault(ActionType.ATTACK, false)
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&& !actionAttempts.getOrDefault(ActionType.USE, true) )
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{
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// according to MinecraftClient.handleInputEvents
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Action using = actions.get(ActionType.USE);
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if (using != null) // this is always true - we know use worked, but just in case
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{
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using.retry(this, ActionType.USE);
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}
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}
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}
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float vel = sneaking?0.3F:1.0F;
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// The != 0.0F checks are needed given else real players can't control minecarts, however it works with fakes and else they don't stop immediately
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if (forward != 0.0F || player instanceof MinionFakePlayer) {
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player.zza = forward * vel;
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}
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if (strafing != 0.0F || player instanceof MinionFakePlayer) {
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player.xxa = strafing * vel;
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}
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}
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static HitResult getTarget(ServerPlayer player)
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{
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double reach = player.gameMode.isCreative() ? 5 : 4.5f;
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return Tracer.rayTrace(player, 1, reach, false);
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}
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private void dropItemFromSlot(int slot, boolean dropAll)
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{
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Inventory inv = player.getInventory(); // getInventory;
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if (!inv.getItem(slot).isEmpty())
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player.drop(inv.removeItem(slot,
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dropAll ? inv.getItem(slot).getCount() : 1
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), false, true); // scatter, keep owner
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}
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public void drop(int selectedSlot, boolean dropAll)
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{
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Inventory inv = player.getInventory(); // getInventory;
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if (selectedSlot == -2) // all
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{
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for (int i = inv.getContainerSize(); i >= 0; i--)
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dropItemFromSlot(i, dropAll);
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}
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else // one slot
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{
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if (selectedSlot == -1)
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selectedSlot = inv.selected;
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dropItemFromSlot(selectedSlot, dropAll);
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}
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}
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public void setSlot(int slot)
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{
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player.getInventory().selected = slot-1;
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player.connection.send(new ClientboundSetCarriedItemPacket(slot-1));
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}
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public enum ActionType
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{
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USE(true)
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{
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@Override
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boolean execute(ServerPlayer player, Action action)
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{
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EntityPlayerActionPack ap = ((ServerPlayerInterface) player).getActionPack();
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if (ap.itemUseCooldown > 0)
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{
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ap.itemUseCooldown--;
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return true;
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}
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if (player.isUsingItem())
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{
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return true;
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}
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HitResult hit = getTarget(player);
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for (InteractionHand hand : InteractionHand.values())
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{
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switch (hit.getType())
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{
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case BLOCK:
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{
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player.resetLastActionTime();
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ServerLevel world = player.serverLevel();
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BlockHitResult blockHit = (BlockHitResult) hit;
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BlockPos pos = blockHit.getBlockPos();
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Direction side = blockHit.getDirection();
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if (pos.getY() < player.level().getMaxBuildHeight() - (side == Direction.UP ? 1 : 0) && world.mayInteract(player, pos))
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{
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InteractionResult result = player.gameMode.useItemOn(player, world, player.getItemInHand(hand), hand, blockHit);
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if (result.consumesAction())
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{
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if (result.shouldSwing()) player.swing(hand);
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ap.itemUseCooldown = 3;
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return true;
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}
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}
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break;
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}
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case ENTITY:
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{
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player.resetLastActionTime();
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EntityHitResult entityHit = (EntityHitResult) hit;
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Entity entity = entityHit.getEntity();
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boolean handWasEmpty = player.getItemInHand(hand).isEmpty();
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boolean itemFrameEmpty = (entity instanceof ItemFrame) && ((ItemFrame) entity).getItem().isEmpty();
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Vec3 relativeHitPos = entityHit.getLocation().subtract(entity.getX(), entity.getY(), entity.getZ());
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if (entity.interactAt(player, relativeHitPos, hand).consumesAction())
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{
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ap.itemUseCooldown = 3;
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return true;
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}
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// fix for SS itemframe always returns CONSUME even if no action is performed
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if (player.interactOn(entity, hand).consumesAction() && !(handWasEmpty && itemFrameEmpty))
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{
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ap.itemUseCooldown = 3;
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return true;
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}
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break;
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}
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}
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ItemStack handItem = player.getItemInHand(hand);
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if (player.gameMode.useItem(player, player.level(), handItem, hand).consumesAction())
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{
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ap.itemUseCooldown = 3;
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return true;
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}
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}
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return false;
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}
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@Override
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void inactiveTick(ServerPlayer player, Action action)
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{
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EntityPlayerActionPack ap = ((ServerPlayerInterface) player).getActionPack();
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ap.itemUseCooldown = 0;
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player.releaseUsingItem();
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}
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},
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ATTACK(true) {
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@Override
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boolean execute(ServerPlayer player, Action action) {
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HitResult hit = getTarget(player);
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switch (hit.getType()) {
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case ENTITY: {
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EntityHitResult entityHit = (EntityHitResult) hit;
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if (!action.isContinuous)
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{
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player.attack(entityHit.getEntity());
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player.swing(InteractionHand.MAIN_HAND);
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}
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player.resetAttackStrengthTicker();
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player.resetLastActionTime();
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return true;
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}
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case BLOCK: {
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EntityPlayerActionPack ap = ((ServerPlayerInterface) player).getActionPack();
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if (ap.blockHitDelay > 0)
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{
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ap.blockHitDelay--;
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return false;
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}
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BlockHitResult blockHit = (BlockHitResult) hit;
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BlockPos pos = blockHit.getBlockPos();
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Direction side = blockHit.getDirection();
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if (player.blockActionRestricted(player.level(), pos, player.gameMode.getGameModeForPlayer())) return false;
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if (ap.currentBlock != null && player.level().getBlockState(ap.currentBlock).isAir())
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{
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ap.currentBlock = null;
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return false;
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}
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BlockState state = player.level().getBlockState(pos);
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boolean blockBroken = false;
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if (player.gameMode.getGameModeForPlayer().isCreative())
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{
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player.gameMode.handleBlockBreakAction(pos, ServerboundPlayerActionPacket.Action.START_DESTROY_BLOCK, side, player.level().getMaxBuildHeight(), -1);
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ap.blockHitDelay = 5;
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blockBroken = true;
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}
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else if (ap.currentBlock == null || !ap.currentBlock.equals(pos))
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{
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if (ap.currentBlock != null)
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{
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player.gameMode.handleBlockBreakAction(ap.currentBlock, ServerboundPlayerActionPacket.Action.ABORT_DESTROY_BLOCK, side, player.level().getMaxBuildHeight(), -1);
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}
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player.gameMode.handleBlockBreakAction(pos, ServerboundPlayerActionPacket.Action.START_DESTROY_BLOCK, side, player.level().getMaxBuildHeight(), -1);
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boolean notAir = !state.isAir();
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if (notAir && ap.curBlockDamageMP == 0)
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{
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state.attack(player.level(), pos, player);
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}
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if (notAir && state.getDestroyProgress(player, player.level(), pos) >= 1)
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{
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ap.currentBlock = null;
|
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//instamine??
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blockBroken = true;
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}
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else
|
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{
|
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ap.currentBlock = pos;
|
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ap.curBlockDamageMP = 0;
|
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}
|
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}
|
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else
|
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{
|
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ap.curBlockDamageMP += state.getDestroyProgress(player, player.level(), pos);
|
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if (ap.curBlockDamageMP >= 1)
|
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{
|
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player.gameMode.handleBlockBreakAction(pos, ServerboundPlayerActionPacket.Action.STOP_DESTROY_BLOCK, side, player.level().getMaxBuildHeight(), -1);
|
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ap.currentBlock = null;
|
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ap.blockHitDelay = 5;
|
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blockBroken = true;
|
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}
|
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player.level().destroyBlockProgress(-1, pos, (int) (ap.curBlockDamageMP * 10));
|
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}
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player.resetLastActionTime();
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player.swing(InteractionHand.MAIN_HAND);
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return blockBroken;
|
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}
|
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}
|
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return false;
|
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}
|
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|
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@Override
|
||||
void inactiveTick(ServerPlayer player, Action action)
|
||||
{
|
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EntityPlayerActionPack ap = ((ServerPlayerInterface) player).getActionPack();
|
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if (ap.currentBlock == null) return;
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player.level().destroyBlockProgress(-1, ap.currentBlock, -1);
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player.gameMode.handleBlockBreakAction(ap.currentBlock, ServerboundPlayerActionPacket.Action.ABORT_DESTROY_BLOCK, Direction.DOWN, player.level().getMaxBuildHeight(), -1);
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ap.currentBlock = null;
|
||||
}
|
||||
},
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||||
JUMP(true)
|
||||
{
|
||||
@Override
|
||||
boolean execute(ServerPlayer player, Action action)
|
||||
{
|
||||
if (action.limit == 1)
|
||||
{
|
||||
if (player.onGround()) player.jumpFromGround(); // onGround
|
||||
}
|
||||
else
|
||||
{
|
||||
player.setJumping(true);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
void inactiveTick(ServerPlayer player, Action action)
|
||||
{
|
||||
player.setJumping(false);
|
||||
}
|
||||
},
|
||||
DROP_ITEM(true)
|
||||
{
|
||||
@Override
|
||||
boolean execute(ServerPlayer player, Action action)
|
||||
{
|
||||
player.resetLastActionTime();
|
||||
player.drop(false); // dropSelectedItem
|
||||
return false;
|
||||
}
|
||||
},
|
||||
DROP_STACK(true)
|
||||
{
|
||||
@Override
|
||||
boolean execute(ServerPlayer player, Action action)
|
||||
{
|
||||
player.resetLastActionTime();
|
||||
player.drop(true); // dropSelectedItem
|
||||
return false;
|
||||
}
|
||||
},
|
||||
SWAP_HANDS(true)
|
||||
{
|
||||
@Override
|
||||
boolean execute(ServerPlayer player, Action action)
|
||||
{
|
||||
player.resetLastActionTime();
|
||||
ItemStack itemStack_1 = player.getItemInHand(InteractionHand.OFF_HAND);
|
||||
player.setItemInHand(InteractionHand.OFF_HAND, player.getItemInHand(InteractionHand.MAIN_HAND));
|
||||
player.setItemInHand(InteractionHand.MAIN_HAND, itemStack_1);
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
public final boolean preventSpectator;
|
||||
|
||||
ActionType(boolean preventSpectator)
|
||||
{
|
||||
this.preventSpectator = preventSpectator;
|
||||
}
|
||||
|
||||
void start(ServerPlayer player, Action action) {}
|
||||
abstract boolean execute(ServerPlayer player, Action action);
|
||||
void inactiveTick(ServerPlayer player, Action action) {}
|
||||
void stop(ServerPlayer player, Action action)
|
||||
{
|
||||
inactiveTick(player, action);
|
||||
}
|
||||
}
|
||||
|
||||
public static class Action
|
||||
{
|
||||
public boolean done = false;
|
||||
public final int limit;
|
||||
public final int interval;
|
||||
public final int offset;
|
||||
private int count;
|
||||
private int next;
|
||||
private final boolean isContinuous;
|
||||
|
||||
private Action(int limit, int interval, int offset, boolean continuous)
|
||||
{
|
||||
this.limit = limit;
|
||||
this.interval = interval;
|
||||
this.offset = offset;
|
||||
next = interval + offset;
|
||||
isContinuous = continuous;
|
||||
}
|
||||
|
||||
public static Action once()
|
||||
{
|
||||
return new Action(1, 1, 0, false);
|
||||
}
|
||||
|
||||
public static Action continuous()
|
||||
{
|
||||
return new Action(-1, 1, 0, true);
|
||||
}
|
||||
|
||||
public static Action interval(int interval)
|
||||
{
|
||||
return new Action(-1, interval, 0, false);
|
||||
}
|
||||
|
||||
public static Action interval(int interval, int offset)
|
||||
{
|
||||
return new Action(-1, interval, offset, false);
|
||||
}
|
||||
|
||||
Boolean tick(EntityPlayerActionPack actionPack, ActionType type)
|
||||
{
|
||||
next--;
|
||||
Boolean cancel = null;
|
||||
if (next <= 0)
|
||||
{
|
||||
if (interval == 1 && !isContinuous)
|
||||
{
|
||||
// need to allow entity to tick, otherwise won't have effect (bow)
|
||||
// actions are 20 tps, so need to clear status mid tick, allowing entities process it till next time
|
||||
if (!type.preventSpectator || !actionPack.player.isSpectator())
|
||||
{
|
||||
type.inactiveTick(actionPack.player, this);
|
||||
}
|
||||
}
|
||||
|
||||
if (!type.preventSpectator || !actionPack.player.isSpectator())
|
||||
{
|
||||
cancel = type.execute(actionPack.player, this);
|
||||
}
|
||||
count++;
|
||||
if (count == limit)
|
||||
{
|
||||
type.stop(actionPack.player, null);
|
||||
done = true;
|
||||
return cancel;
|
||||
}
|
||||
next = interval;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!type.preventSpectator || !actionPack.player.isSpectator())
|
||||
{
|
||||
type.inactiveTick(actionPack.player, this);
|
||||
}
|
||||
}
|
||||
return cancel;
|
||||
}
|
||||
|
||||
void retry(EntityPlayerActionPack actionPack, ActionType type)
|
||||
{
|
||||
//assuming action run but was unsuccesful that tick, but opportunity emerged to retry it, lets retry it.
|
||||
if (!type.preventSpectator || !actionPack.player.isSpectator())
|
||||
{
|
||||
type.execute(actionPack.player, this);
|
||||
}
|
||||
count++;
|
||||
if (count == limit)
|
||||
{
|
||||
type.stop(actionPack.player, null);
|
||||
done = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user