mirror of
https://github.com/Grasscutters/Grasscutter.git
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Run Spotless on src/main
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@@ -1,124 +1,122 @@
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package emu.grasscutter.plugin.api;
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import emu.grasscutter.game.avatar.Avatar;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.EnterReason;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.net.packet.BasePacket;
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import emu.grasscutter.net.proto.EnterTypeOuterClass.EnterType;
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import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketPlayerEnterSceneNotify;
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import emu.grasscutter.utils.Position;
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/**
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* Hooks into the {@link Player} class, adding convenient ways to do certain things.
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*/
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public final class PlayerHook {
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private final Player player;
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/**
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* Hooks into the player.
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*
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* @param player The player to hook into.
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*/
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public PlayerHook(Player player) {
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this.player = player;
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}
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/**
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* Kicks a player from the server.
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* TODO: Refactor to kick using a packet.
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*/
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public void kick() {
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this.player.getSession().close();
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}
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/**
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* Sends a player to another scene.
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*
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* @param sceneId The scene to send the player to.
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*/
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public void changeScenes(int sceneId) {
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this.player.getWorld().transferPlayerToScene(this.player, sceneId, this.player.getPosition());
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}
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/**
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* Broadcasts an avatar property notify to all world players.
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*
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* @param property The property that was updated.
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*/
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public void updateFightProperty(FightProperty property) {
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this.broadcastPacketToWorld(new PacketAvatarFightPropUpdateNotify(this.getCurrentAvatar(), property));
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}
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/**
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* Broadcasts the packet sent to all world players.
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*
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* @param packet The packet to send.
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*/
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public void broadcastPacketToWorld(BasePacket packet) {
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this.player.getWorld().broadcastPacket(packet);
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}
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/**
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* Set the currently equipped avatar's health.
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*
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* @param health The health to set the avatar to.
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*/
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public void setHealth(float health) {
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this.getCurrentAvatarEntity().setFightProperty(FightProperty.FIGHT_PROP_CUR_HP, health);
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this.updateFightProperty(FightProperty.FIGHT_PROP_CUR_HP);
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}
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/**
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* Revives the specified avatar.
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*
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* @param avatar The avatar to revive.
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*/
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public void reviveAvatar(Avatar avatar) {
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this.broadcastPacketToWorld(new PacketAvatarLifeStateChangeNotify(avatar));
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}
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/**
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* Teleports a player to a position.
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* This will **not** transfer the player to another scene.
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*
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* @param position The position to teleport the player to.
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*/
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public void teleport(Position position) {
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this.player.getPosition().set(position);
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this.player.sendPacket(new PacketPlayerEnterSceneNotify(this.player,
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EnterType.ENTER_TYPE_JUMP, EnterReason.TransPoint,
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this.player.getSceneId(), position
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));
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}
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/**
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* Gets the currently selected avatar's max health.
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*
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* @return The max health as a float.
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*/
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public float getMaxHealth() {
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return this.getCurrentAvatarEntity().getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
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}
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/**
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* Gets the currently selected avatar in entity form.
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*
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* @return The avatar as an {@link EntityAvatar}.
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*/
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public EntityAvatar getCurrentAvatarEntity() {
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return this.player.getTeamManager().getCurrentAvatarEntity();
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}
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/**
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* Gets the currently selected avatar.
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*
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* @return The avatar as an {@link Avatar}.
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*/
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public Avatar getCurrentAvatar() {
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return this.getCurrentAvatarEntity().getAvatar();
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}
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}
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package emu.grasscutter.plugin.api;
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import emu.grasscutter.game.avatar.Avatar;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.EnterReason;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.net.packet.BasePacket;
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import emu.grasscutter.net.proto.EnterTypeOuterClass.EnterType;
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import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketPlayerEnterSceneNotify;
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import emu.grasscutter.utils.Position;
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/** Hooks into the {@link Player} class, adding convenient ways to do certain things. */
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public final class PlayerHook {
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private final Player player;
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/**
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* Hooks into the player.
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*
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* @param player The player to hook into.
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*/
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public PlayerHook(Player player) {
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this.player = player;
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}
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/** Kicks a player from the server. TODO: Refactor to kick using a packet. */
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public void kick() {
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this.player.getSession().close();
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}
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/**
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* Sends a player to another scene.
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*
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* @param sceneId The scene to send the player to.
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*/
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public void changeScenes(int sceneId) {
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this.player.getWorld().transferPlayerToScene(this.player, sceneId, this.player.getPosition());
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}
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/**
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* Broadcasts an avatar property notify to all world players.
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*
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* @param property The property that was updated.
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*/
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public void updateFightProperty(FightProperty property) {
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this.broadcastPacketToWorld(
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new PacketAvatarFightPropUpdateNotify(this.getCurrentAvatar(), property));
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}
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/**
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* Broadcasts the packet sent to all world players.
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*
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* @param packet The packet to send.
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*/
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public void broadcastPacketToWorld(BasePacket packet) {
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this.player.getWorld().broadcastPacket(packet);
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}
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/**
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* Set the currently equipped avatar's health.
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*
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* @param health The health to set the avatar to.
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*/
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public void setHealth(float health) {
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this.getCurrentAvatarEntity().setFightProperty(FightProperty.FIGHT_PROP_CUR_HP, health);
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this.updateFightProperty(FightProperty.FIGHT_PROP_CUR_HP);
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}
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/**
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* Revives the specified avatar.
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*
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* @param avatar The avatar to revive.
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*/
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public void reviveAvatar(Avatar avatar) {
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this.broadcastPacketToWorld(new PacketAvatarLifeStateChangeNotify(avatar));
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}
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/**
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* Teleports a player to a position. This will **not** transfer the player to another scene.
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*
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* @param position The position to teleport the player to.
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*/
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public void teleport(Position position) {
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this.player.getPosition().set(position);
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this.player.sendPacket(
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new PacketPlayerEnterSceneNotify(
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this.player,
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EnterType.ENTER_TYPE_JUMP,
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EnterReason.TransPoint,
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this.player.getSceneId(),
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position));
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}
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/**
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* Gets the currently selected avatar's max health.
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*
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* @return The max health as a float.
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*/
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public float getMaxHealth() {
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return this.getCurrentAvatarEntity().getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
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}
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/**
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* Gets the currently selected avatar in entity form.
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*
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* @return The avatar as an {@link EntityAvatar}.
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*/
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public EntityAvatar getCurrentAvatarEntity() {
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return this.player.getTeamManager().getCurrentAvatarEntity();
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}
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/**
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* Gets the currently selected avatar.
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*
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* @return The avatar as an {@link Avatar}.
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*/
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public Avatar getCurrentAvatar() {
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return this.getCurrentAvatarEntity().getAvatar();
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}
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}
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