package com.hbm.packet; import com.hbm.lib.RefStrings; import com.hbm.main.NetworkHandler; import com.hbm.packet.toclient.*; import com.hbm.packet.toserver.*; import cpw.mods.fml.relauncher.Side; public class PacketDispatcher { //Mark 1.5 Packet Sending Device public static final NetworkHandler wrapper = new NetworkHandler(RefStrings.MODID); public static void registerPackets() { int i = 0; //Signals server to consume items and create template wrapper.registerMessage(ItemFolderPacket.Handler.class, ItemFolderPacket.class, i++, Side.SERVER); //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); //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); //Packet for force fields 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); //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); //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); //General syncing for global values wrapper.registerMessage(PermaSyncPacket.Handler.class, PermaSyncPacket.class, i++, Side.CLIENT); //Syncs biome information for single positions or entire chunks wrapper.registerMessage(BiomeSyncPacket.Handler.class, BiomeSyncPacket.class, i++, Side.CLIENT); //The not-so-convenient but not laggy one wrapper.registerMessage(BufPacket.Handler.class, BufPacket.class, i++, Side.CLIENT); } }