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Add packet names
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c405424500
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@ -12,63 +12,63 @@ public class Protocol1_12_1TO1_12 extends Protocol {
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@Override
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protected void registerPackets() {
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registerOutgoing(State.PLAY, -1, 0x2B); // TODO new packet?
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registerOutgoing(State.PLAY, 0x2b, 0x2c);
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registerOutgoing(State.PLAY, 0x2c, 0x2d);
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registerOutgoing(State.PLAY, 0x2d, 0x2e);
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registerOutgoing(State.PLAY, 0x2e, 0x2f);
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registerOutgoing(State.PLAY, 0x2f, 0x30);
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registerOutgoing(State.PLAY, 0x30, 0x31);
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registerOutgoing(State.PLAY, 0x31, 0x32);
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registerOutgoing(State.PLAY, 0x32, 0x33);
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registerOutgoing(State.PLAY, 0x33, 0x34);
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registerOutgoing(State.PLAY, 0x34, 0x35);
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registerOutgoing(State.PLAY, 0x35, 0x36);
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registerOutgoing(State.PLAY, 0x36, 0x37);
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registerOutgoing(State.PLAY, 0x37, 0x38);
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registerOutgoing(State.PLAY, 0x38, 0x39);
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registerOutgoing(State.PLAY, 0x39, 0x3a);
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registerOutgoing(State.PLAY, 0x3a, 0x3b);
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registerOutgoing(State.PLAY, 0x3b, 0x3c);
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registerOutgoing(State.PLAY, 0x3c, 0x3d);
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registerOutgoing(State.PLAY, 0x3d, 0x3e);
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registerOutgoing(State.PLAY, 0x3e, 0x3f);
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registerOutgoing(State.PLAY, 0x3f, 0x40);
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registerOutgoing(State.PLAY, 0x40, 0x41);
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registerOutgoing(State.PLAY, 0x41, 0x42);
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registerOutgoing(State.PLAY, 0x42, 0x43);
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registerOutgoing(State.PLAY, 0x43, 0x44);
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registerOutgoing(State.PLAY, 0x44, 0x45);
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registerOutgoing(State.PLAY, 0x45, 0x46);
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registerOutgoing(State.PLAY, 0x46, 0x47);
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registerOutgoing(State.PLAY, 0x47, 0x48);
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registerOutgoing(State.PLAY, 0x48, 0x49);
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registerOutgoing(State.PLAY, 0x49, 0x4a);
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registerOutgoing(State.PLAY, 0x4a, 0x4b);
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registerOutgoing(State.PLAY, 0x4b, 0x4c);
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registerOutgoing(State.PLAY, 0x4c, 0x4d);
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registerOutgoing(State.PLAY, 0x4d, 0x4e);
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registerOutgoing(State.PLAY, 0x4e, 0x4f);
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registerOutgoing(State.PLAY, 0x2b, 0x2c); // Player Abilities (clientbound)
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registerOutgoing(State.PLAY, 0x2c, 0x2d); // Combat Event
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registerOutgoing(State.PLAY, 0x2d, 0x2e); // Player List Item
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registerOutgoing(State.PLAY, 0x2e, 0x2f); // Player Position And Look (clientbound)
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registerOutgoing(State.PLAY, 0x2f, 0x30); // Use Bed
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registerOutgoing(State.PLAY, 0x30, 0x31); // Unlock Recipes
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registerOutgoing(State.PLAY, 0x31, 0x32); // Destroy Entities
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registerOutgoing(State.PLAY, 0x32, 0x33); // Remove Entity Effect
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registerOutgoing(State.PLAY, 0x33, 0x34); // Resource Pack Send
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registerOutgoing(State.PLAY, 0x34, 0x35); // Respawn
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registerOutgoing(State.PLAY, 0x35, 0x36); // Entity Head Look
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registerOutgoing(State.PLAY, 0x36, 0x37); // Select Advancement Tab
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registerOutgoing(State.PLAY, 0x37, 0x38); // World Border
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registerOutgoing(State.PLAY, 0x38, 0x39); // Camera
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registerOutgoing(State.PLAY, 0x39, 0x3a); // Held Item Change (clientbound)
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registerOutgoing(State.PLAY, 0x3a, 0x3b); // Display Scoreboard
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registerOutgoing(State.PLAY, 0x3b, 0x3c); // Entity Metadata
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registerOutgoing(State.PLAY, 0x3c, 0x3d); // Attach Entity
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registerOutgoing(State.PLAY, 0x3d, 0x3e); // Entity Velocity
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registerOutgoing(State.PLAY, 0x3e, 0x3f); // Entity Equipment
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registerOutgoing(State.PLAY, 0x3f, 0x40); // Set Experience
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registerOutgoing(State.PLAY, 0x40, 0x41); // Update Health
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registerOutgoing(State.PLAY, 0x41, 0x42); // Scoreboard Objective
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registerOutgoing(State.PLAY, 0x42, 0x43); // Set Passengers
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registerOutgoing(State.PLAY, 0x43, 0x44); // Teams
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registerOutgoing(State.PLAY, 0x44, 0x45); // Update Sc
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registerOutgoing(State.PLAY, 0x45, 0x46); // Spawn Position
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registerOutgoing(State.PLAY, 0x46, 0x47); // Time Update
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registerOutgoing(State.PLAY, 0x47, 0x48); // Title
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registerOutgoing(State.PLAY, 0x48, 0x49); // Sound Effect
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registerOutgoing(State.PLAY, 0x49, 0x4a); // Player List Header And Footer
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registerOutgoing(State.PLAY, 0x4a, 0x4b); // Collect Item
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registerOutgoing(State.PLAY, 0x4b, 0x4c); // Entity Teleport
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registerOutgoing(State.PLAY, 0x4c, 0x4d); // Advancements
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registerOutgoing(State.PLAY, 0x4d, 0x4e); // Entity Properties
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registerOutgoing(State.PLAY, 0x4e, 0x4f); // Entity Effect
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// TODO Where did the Prepare Crafting Grid packet go to?
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registerIncoming(State.PLAY, 0x01, -1);
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registerIncoming(State.PLAY, 0x01, -1); // Prepare Crafting Grid (removed)
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registerIncoming(State.PLAY, 0x02, 0x01);
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registerIncoming(State.PLAY, 0x03, 0x02);
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registerIncoming(State.PLAY, 0x04, 0x03);
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registerIncoming(State.PLAY, 0x05, 0x04);
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registerIncoming(State.PLAY, 0x06, 0x05);
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registerIncoming(State.PLAY, 0x07, 0x06);
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registerIncoming(State.PLAY, 0x08, 0x07);
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registerIncoming(State.PLAY, 0x09, 0x08);
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registerIncoming(State.PLAY, 0x0a, 0x09);
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registerIncoming(State.PLAY, 0x0b, 0x0a);
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registerIncoming(State.PLAY, 0x0c, 0x0b);
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registerIncoming(State.PLAY, 0x0d, 0x0c);
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registerIncoming(State.PLAY, 0x0e, 0x0d);
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registerIncoming(State.PLAY, 0x0f, 0x0e);
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registerIncoming(State.PLAY, 0x10, 0x0f);
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registerIncoming(State.PLAY, 0x11, 0x10);
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registerIncoming(State.PLAY, 0x12, 0x11);
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registerIncoming(State.PLAY, 0x02, 0x01); // Tab-Complete (serverbound)
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registerIncoming(State.PLAY, 0x03, 0x02); // Chat Message (serverbound)
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registerIncoming(State.PLAY, 0x04, 0x03); // Client Status
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registerIncoming(State.PLAY, 0x05, 0x04); // Client Settings
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registerIncoming(State.PLAY, 0x06, 0x05); // Confirm Transaction (serverbound)
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registerIncoming(State.PLAY, 0x07, 0x06); // Enchant Item
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registerIncoming(State.PLAY, 0x08, 0x07); // Click Window
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registerIncoming(State.PLAY, 0x09, 0x08); // Close Window (serverbound)
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registerIncoming(State.PLAY, 0x0a, 0x09); // Plugin Message (serverbound)
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registerIncoming(State.PLAY, 0x0b, 0x0a); // Use Entity
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registerIncoming(State.PLAY, 0x0c, 0x0b); // Keep Alive (serverbound)
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registerIncoming(State.PLAY, 0x0d, 0x0c); // Player
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registerIncoming(State.PLAY, 0x0e, 0x0d); // Player Position
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registerIncoming(State.PLAY, 0x0f, 0x0e); // Player Position And Look (serverbound)
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registerIncoming(State.PLAY, 0x10, 0x0f); // Player Look
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registerIncoming(State.PLAY, 0x11, 0x10); // Vehicle Move (serverbound)
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registerIncoming(State.PLAY, 0x12, 0x11); // Steer Boat
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// TODO hello new packet
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registerIncoming(State.PLAY, -1, 0x12, new PacketRemapper() {
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