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由於 CraftCommon.playDeathAnimation 的使用情況通常會先將原版的玩家隱藏
因此 EntityTracker 也不會去發送任何與之相關的packet
所以我認為似乎沒有必要重新創建新的 EntityPlayer 實體 直接沿用原本的 EntityPlayer send Spawn & Status Packet
然後在 20 ticks 之後將 send destroy packet 這樣就可以達成一個簡單的 fake death animation 而且因為是直接沿用同個 EntityPlayer, ID是一樣的 因此就不需要去管 PlayerInfo
但也因此需要保證在 20 ticks 內不會發生 showPlayer 的狀況
The text was updated successfully, but these errors were encountered:
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由於 CraftCommon.playDeathAnimation 的使用情況通常會先將原版的玩家隱藏
因此 EntityTracker 也不會去發送任何與之相關的packet
所以我認為似乎沒有必要重新創建新的 EntityPlayer 實體
直接沿用原本的 EntityPlayer
send Spawn & Status Packet
然後在 20 ticks 之後將 send destroy packet
這樣就可以達成一個簡單的 fake death animation
而且因為是直接沿用同個 EntityPlayer, ID是一樣的
因此就不需要去管 PlayerInfo
但也因此需要保證在 20 ticks 內不會發生 showPlayer 的狀況
The text was updated successfully, but these errors were encountered: