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https://github.com/eaglerforge/EaglerForgeInjector
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Merge branch 'main' of https://github.com/eaglerforge/EaglerForgeInjector
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a85b9c2524
@ -62,7 +62,7 @@ When TeaVM translates booleans, it converts booleans to integers:
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- `false` turns into `0`
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- `true` turns into `1`
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So when we override `hasParticlesInAlphaLayer`, we'll need to return a `0` or a `1`. Since we want the game to thing that there aren't any particles in the alpha layer, we'll return `0` (false).
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So when we override `hasParticlesInAlphaLayer`, we'll need to return a `0` or a `1`. Since we want the game to think that there aren't any particles in the alpha layer, we'll return `0` (false).
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```javascript
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(function NoParticles() {
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@ -1,6 +1,6 @@
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## /hat with ModAPI
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/hat is a common server-side plugin that lets you put any block/item on your head. This tutorial will explain how to register a server-side command, construct a packet, and send it to a player.
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[`S09PacketHeldItemChange` constructors]()
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[`S09PacketHeldItemChange` constructors](https://nurmarvin.github.io/Minecraft-1.8-JavaDocs/net/minecraft/network/play/server/S09PacketHeldItemChange.html)
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As always, start with the basic boilerplate IIFE with credits:
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@ -15,6 +15,7 @@ We'll begin with the basic boilerplate mod code:
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Let's write the client side part of the code first.
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- We'll get the keys for the ModAPI.blocks object (ids of each block) using [`Object.keys()`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/keys)
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- Then, we'll loop over those keys, and modify their respective block to be as slippery as ice.
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```javascript
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var blockKeys = Object.keys(ModAPI.blocks);
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