Trajectory

class Trajectory(val hitBlockCB: (SubtickNode.BlockBounceData) -> Unit, val hitEntityCB: (SubtickNode.EntityBounceData) -> Unit, val completeCB: () -> Unit)

Constructors

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constructor(hitBlockCB: (SubtickNode.BlockBounceData) -> Unit, hitEntityCB: (SubtickNode.EntityBounceData) -> Unit, completeCB: () -> Unit)

Properties

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val completeCB: () -> Unit
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val position: Vec3
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val velocity: Vec3

Functions

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fun initialize(position: Vec3, velocity: Vec3)
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fun syncServerNode(id: Int, node: TickNode)

Replace specific node with server's node and update nodes since should only be called on client side

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fun tick(level: Level, invokeCB: Boolean = true): TickNode
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fun tickUntilComplete(level: Level): Int