package com.hbm.packet; import com.hbm.lib.RefStrings; import cpw.mods.fml.common.network.NetworkRegistry; import cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper; import cpw.mods.fml.relauncher.Side; public class PacketDispatcher { //Mark 1 Packet Sending Device public static final SimpleNetworkWrapper wrapper = NetworkRegistry.INSTANCE.newSimpleChannel(RefStrings.MODID); public static final void registerPackets() { int i = 0; //Packet sent for every connected electricity pole, for wire rendering //wrapper.registerMessage(TEPylonSenderPacket.Handler.class, TEPylonSenderPacket.class, i++, Side.CLIENT); //Resets connection list in client-sided pole rendering //wrapper.registerMessage(TEPylonDestructorPacket.Handler.class, TEPylonDestructorPacket.class, i++, Side.CLIENT); //Machine type for marker rendering wrapper.registerMessage(TEStructurePacket.Handler.class, TEStructurePacket.class, i++, Side.CLIENT); //Mining drill rotation for rendering wrapper.registerMessage(TEDrillPacket.Handler.class, TEDrillPacket.class, i++, Side.CLIENT); //Mining drill torque for sounds wrapper.registerMessage(TEDrillSoundPacket.Handler.class, TEDrillSoundPacket.class, i++, Side.CLIENT); //Assembler cog rotation for rendering wrapper.registerMessage(TEAssemblerPacket.Handler.class, TEAssemblerPacket.class, i++, Side.CLIENT); //Missile type for rendering wrapper.registerMessage(TEMissilePacket.Handler.class, TEMissilePacket.class, i++, Side.CLIENT); //Fluid packet for GUI wrapper.registerMessage(TEFluidPacket.Handler.class, TEFluidPacket.class, i++, Side.CLIENT); //Sound packet that keeps client and server separated wrapper.registerMessage(LoopedSoundPacket.Handler.class, LoopedSoundPacket.class, i++, Side.CLIENT); //Turret rotation for rendering wrapper.registerMessage(TETurretPacket.Handler.class, TETurretPacket.class, i++, Side.CLIENT); //Signals server to consume items and create template wrapper.registerMessage(ItemFolderPacket.Handler.class, ItemFolderPacket.class, i++, Side.SERVER); //Turbofan spin for rendering wrapper.registerMessage(TETurbofanPacket.Handler.class, TETurbofanPacket.class, i++, Side.CLIENT); //Press item for rendering wrapper.registerMessage(TEPressPacket.Handler.class, TEPressPacket.class, i++, Side.CLIENT); //Electricity gauge for GUI rendering wrapper.registerMessage(AuxElectricityPacket.Handler.class, AuxElectricityPacket.class, i++, Side.CLIENT); //Universal package for machine gauges and states wrapper.registerMessage(AuxGaugePacket.Handler.class, AuxGaugePacket.class, i++, Side.CLIENT); //Siren packet for looped sounds wrapper.registerMessage(TESirenPacket.Handler.class, TESirenPacket.class, i++, Side.CLIENT); //Signals server to change ItemStacks wrapper.registerMessage(ItemDesignatorPacket.Handler.class, ItemDesignatorPacket.class, i++, Side.SERVER); //Siren packet for looped sounds wrapper.registerMessage(TERadarPacket.Handler.class, TERadarPacket.class, i++, Side.CLIENT); //Siren packet for looped sounds wrapper.registerMessage(TERadarDestructorPacket.Handler.class, TERadarDestructorPacket.class, i++, Side.CLIENT); //Signals server to perform orbital strike, among other things wrapper.registerMessage(SatLaserPacket.Handler.class, SatLaserPacket.class, i++, Side.SERVER); //Universal package for sending small info packs back to server wrapper.registerMessage(AuxButtonPacket.Handler.class, AuxButtonPacket.class, i++, Side.SERVER); //Siren packet for looped sounds wrapper.registerMessage(TEVaultPacket.Handler.class, TEVaultPacket.class, i++, Side.CLIENT); //Packet to send sat info to players wrapper.registerMessage(SatPanelPacket.Handler.class, SatPanelPacket.class, i++, Side.CLIENT); //Packet to send block break particles wrapper.registerMessage(ParticleBurstPacket.Handler.class, ParticleBurstPacket.class, i++, Side.CLIENT); //Packet to send chunk radiation info to individual players wrapper.registerMessage(ExtPropPacket.Handler.class, ExtPropPacket.class, i++, Side.CLIENT); //Entity sound packet that keeps client and server separated wrapper.registerMessage(LoopedEntitySoundPacket.Handler.class, LoopedEntitySoundPacket.class, i++, Side.CLIENT); //Entity sound packet that keeps client and server separated wrapper.registerMessage(TEFFPacket.Handler.class, TEFFPacket.class, i++, Side.CLIENT); //Sends button information for ItemGunBase wrapper.registerMessage(GunButtonPacket.Handler.class, GunButtonPacket.class, i++, Side.SERVER); //Packet to send block break particles wrapper.registerMessage(AuxParticlePacket.Handler.class, AuxParticlePacket.class, i++, Side.CLIENT); //Signals server to buy offer from bobmazon wrapper.registerMessage(ItemBobmazonPacket.Handler.class, ItemBobmazonPacket.class, i++, Side.SERVER); //Packet to send missile multipart information to TEs wrapper.registerMessage(TEMissileMultipartPacket.Handler.class, TEMissileMultipartPacket.class, i++, Side.CLIENT); //Packet to send NBT data to tile entities wrapper.registerMessage(NBTPacket.Handler.class, NBTPacket.class, i++, Side.CLIENT); //Aux Particle Packet, New Technology: like the APP but with NBT wrapper.registerMessage(AuxParticlePacketNT.Handler.class, AuxParticlePacketNT.class, i++, Side.CLIENT); //Signals server to do coord based satellite stuff wrapper.registerMessage(SatCoordPacket.Handler.class, SatCoordPacket.class, i++, Side.SERVER); //Triggers gun animations of the client wrapper.registerMessage(GunAnimationPacket.Handler.class, GunAnimationPacket.class, i++, Side.CLIENT); //Sends a funi text to display like a music disc announcement wrapper.registerMessage(PlayerInformPacket.Handler.class, PlayerInformPacket.class, i++, Side.CLIENT); //Universal keybind packet wrapper.registerMessage(KeybindPacket.Handler.class, KeybindPacket.class, i++, Side.SERVER); //Packet to send NBT data from clients to serverside TEs wrapper.registerMessage(NBTControlPacket.Handler.class, NBTControlPacket.class, i++, Side.SERVER); //Packet to send for anvil recipes to be crafted wrapper.registerMessage(AnvilCraftPacket.Handler.class, AnvilCraftPacket.class, i++, Side.SERVER); //Sends a funi text to display like a music disc announcement wrapper.registerMessage(TEDoorAnimationPacket.Handler.class, TEDoorAnimationPacket.class, i++, Side.CLIENT); //Does ExVNT standard player knockback wrapper.registerMessage(ExplosionKnockbackPacket.Handler.class, ExplosionKnockbackPacket.class, i++, Side.CLIENT); //just go fuck yourself already wrapper.registerMessage(ExplosionVanillaNewTechnologyCompressedAffectedBlockPositionDataForClientEffectsAndParticleHandlingPacket.Handler.class, ExplosionVanillaNewTechnologyCompressedAffectedBlockPositionDataForClientEffectsAndParticleHandlingPacket.class, i++, Side.CLIENT); //Packet to send NBT data from clients to the serverside held item wrapper.registerMessage(NBTItemControlPacket.Handler.class, NBTItemControlPacket.class, i++, Side.SERVER); //sends a button press to the held item, assuming it is an ISyncButtons wrapper.registerMessage(SyncButtonsPacket.Handler.class, SyncButtonsPacket.class, i++, Side.SERVER); } }