CCCPaste

2024-04-01_stats.json

{
"ip": {
"128.199.242.196": 4050,
"58.218.204.183": 9,
"144.16.111.79": 3,

onLivingUpdate

/**
* Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
* use this to react to sunlight and start to burn.
*/
public void onLivingUpdate()

handlePlayerPosLook

/**
* Handles changes in player positioning and rotation such as when travelling to a new dimension, (re)spawning,
* mounting horses etc. Seems to immediately reply to the server with the clients post-processing perspective on the
* player positioning
*/

Story Game Script

-- Variables --

local DialogueEvent = game.ReplicatedStorage.Events.RegularEvents.DialogueEvent
local TimerEvent = game.ReplicatedStorage.Events.NormalEvents.TimerEvent
local ObjectiveEvent = game.ReplicatedStorage.Events.NormalEvents.ObjectiveEvent

RotationUtil

package tech.atani.client.utility.player.rotation;

import net.minecraft.entity.Entity;
import net.minecraft.util.*;
import tech.atani.client.utility.interfaces.Methods;

Human Detection rev_01

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func_181560_a

public void func_181560_a(float p_181560_1_, long p_181560_2_, float particleTicks)
{
Config.renderPartialTicks = p_181560_1_;
this.frameInit();
boolean flag = Display.isActive();

doRender

/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe

onUpdate

/**
* Called to update the entity's position/logic.
*/
public void onUpdate()
{

attackTargetEntityWithCurrentItem

/**
* Attacks for the player the targeted entity with the currently equipped item. The equipped item has hitEntity
* called on it. Args: targetEntity
*/
public void attackTargetEntityWithCurrentItem(Entity targetEntity)