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Posted (edited)

I want to make a mod that will allow me to sprint whenever hit and walk a few blocks in a direction. I looked in the code but I can't see how the sprinting is activated/works. Here's what I tried:

player.setSprinting(true);
player.movementInput.forwardKeyDown=true;
player.movementInput.moveForward=1.0F;
player.moveForward=1.0F;

In OnLivingUpdate  the "this.movementInput.updatePlayerMoveState()" function is called which syncs with the keyboard. I thought this might simulate a keypress-it did not. Then I tried with travel:

float forward=1.0F;
if(dy>0) player.jump();
if(dist<0.21D) {
forward=(float) (dist/0.21);
}
if(!player.isSprinting()) {
player.movementInput.forwardKeyDown=true;
player.setSprinting(true);
}
player.travel(0,0,forward);

I noticed travel will not accept values over 1-it will round them up(with some friction calculation); I also noticed the distance at which the player moves using travel is around 0.21(on stone-on other blocks definitly will be different).

 

Now , what is the connection between player.moveForward and player.motion[x,y,z]  (motion seems to work- I know they are in different axis systems/views)?

The second code works when local playing but fails on any other server I connect to (the server makes some checks). Why can't I fool the servers? The FOV changes for a few seconds but then it resets.

 

I tried both codes in onPlayerTick and onLivingUpdate. Another thing: it works...sometimes..... on other servers if I guess the right number of ticks between travel calls. Why? If I hold a key pressed then travel should be called at every tick...why does my code have to skip a few?

 

The mod is client side only.

Edited by Antonii
Posted

I think I got it...the moveforward was resetted:

public void updatePlayerMoveState()
    {
        this.moveStrafe = 0.0F;
        this.moveForward = 0.0F;

        if (this.gameSettings.keyBindForward.isKeyDown())
        {
            ++this.moveForward;
            this.forwardKeyDown = true;
        }
        else
        {
            this.forwardKeyDown = false;
        }

        if (this.gameSettings.keyBindBack.isKeyDown())
        {
            --this.moveForward;
            this.backKeyDown = true;
        }
        else
        {
            this.backKeyDown = false;
        }

        if (this.gameSettings.keyBindLeft.isKeyDown())
        {
            ++this.moveStrafe;
            this.leftKeyDown = true;
        }
        else
        {
            this.leftKeyDown = false;
        }

        if (this.gameSettings.keyBindRight.isKeyDown())
        {
            --this.moveStrafe;
            this.rightKeyDown = true;
        }
        else
        {
            this.rightKeyDown = false;
        }

        this.jump = this.gameSettings.keyBindJump.isKeyDown();
        this.sneak = this.gameSettings.keyBindSneak.isKeyDown();

        if (this.sneak)
        {
            this.moveStrafe = (float)((double)this.moveStrafe * 0.3D);
            this.moveForward = (float)((double)this.moveForward * 0.3D);
        }
    }

 

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