Documentation ¶
Index ¶
- Constants
- func SetupWindowTypes()
- type PlayerInventory
- func (i *PlayerInventory) ClearEquipmentChange()
- func (i *PlayerInventory) Equipment() map[int]*item.Stack
- func (i *PlayerInventory) HeldItem() *item.Stack
- func (i *PlayerInventory) NeedsEquipmentChange() bool
- func (i *PlayerInventory) OpenWindow(kind byte, title *util.Chat) item.InventoryWindow
- func (i *PlayerInventory) SetHeldItem(t *item.Stack)
- func (i *PlayerInventory) SetHeldItemSlot(slot uint16)
- func (i *PlayerInventory) SetHotbarItem(slot uint16, stack *item.Stack)
- func (i *PlayerInventory) SetItem(slot uint16, stack *item.Stack)
- type Window
Constants ¶
View Source
const ( WindowType_Generic_9x1 = 0 WindowType_Generic_9x2 = 1 WindowType_Generic_9x3 = 2 WindowType_Generic_9x4 = 3 WindowType_Generic_9x5 = 4 WindowType_Generic_9x6 = 5 WindowType_Generic_3x3 = 6 WindowType_Anvil = 7 WindowType_Beacon = 8 WindowType_BlastFurnace = 9 WindowType_BrewingStand = 10 WindowType_Crafting = 11 WindowType_Enchantment = 12 WindowType_Furnace = 13 WindowType_Grindstone = 14 WindowType_Hopper = 15 WindowType_Lectern = 16 WindowType_Loom = 17 WindowType_Merchant = 18 WindowType_ShulkerBox = 19 WindowType_Smoker = 20 WindowType_CartographyTable = 21 WindowType_Stonecutter = 22 )
Variables ¶
This section is empty.
Functions ¶
func SetupWindowTypes ¶
func SetupWindowTypes()
Types ¶
type PlayerInventory ¶
type PlayerInventory struct {
// contains filtered or unexported fields
}
func NewPlayerInventory ¶
func NewPlayerInventory(eid uint32, packet_stream *packet.ConnectionWithChan) *PlayerInventory
func (*PlayerInventory) ClearEquipmentChange ¶
func (i *PlayerInventory) ClearEquipmentChange()
func (*PlayerInventory) HeldItem ¶
func (i *PlayerInventory) HeldItem() *item.Stack
func (*PlayerInventory) NeedsEquipmentChange ¶
func (i *PlayerInventory) NeedsEquipmentChange() bool
func (*PlayerInventory) OpenWindow ¶
func (i *PlayerInventory) OpenWindow(kind byte, title *util.Chat) item.InventoryWindow
func (*PlayerInventory) SetHeldItem ¶
func (i *PlayerInventory) SetHeldItem(t *item.Stack)
func (*PlayerInventory) SetHeldItemSlot ¶
func (i *PlayerInventory) SetHeldItemSlot(slot uint16)
func (*PlayerInventory) SetHotbarItem ¶
func (i *PlayerInventory) SetHotbarItem(slot uint16, stack *item.Stack)
type Window ¶
type Window struct {
// contains filtered or unexported fields
}
func (*Window) GetPlayerInventory ¶
func (w *Window) GetPlayerInventory() *PlayerInventory
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