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Expand PlayerWakupEvent to expose the three parameters passed into EntityPlayer.wakeUp.
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@@ -340,9 +340,9 @@ public class ForgeEventFactory
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return event.result;
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}
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public static void onPlayerWakeup(EntityPlayer player)
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public static void onPlayerWakeup(EntityPlayer player, boolean wakeImmediatly, boolean updateWorldFlag, boolean setSpawn)
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{
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MinecraftForge.EVENT_BUS.post(new PlayerWakeUpEvent(player));
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MinecraftForge.EVENT_BUS.post(new PlayerWakeUpEvent(player, wakeImmediatly, updateWorldFlag, setSpawn));
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}
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public static void onPlayerFall(EntityPlayer player, float distance, float multiplier)
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@@ -9,8 +9,29 @@ import net.minecraft.entity.player.EntityPlayer;
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*/
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public class PlayerWakeUpEvent extends PlayerEvent
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{
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public PlayerWakeUpEvent(EntityPlayer player)
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/**
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* Used for the 'wake up animation'.
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* This is false if the player is considered 'sleepy' and the overlay should slowly fade away.
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*/
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public final boolean wakeImmediatly;
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/**
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* Indicates if the server should be notified of sleeping changes.
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* This will only be false if the server is considered 'up to date' already, because, for example, it initiated the call.
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*/
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public final boolean updateWorld;
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/**
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* Indicates if the player's sleep was considered successful.
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* In vanilla, this is used to determine if the spawn chunk is to be set to the bed's position.
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*/
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public final boolean setSpawn;
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public PlayerWakeUpEvent(EntityPlayer player, boolean wakeImmediatly, boolean updateWorld, boolean setSpawn)
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{
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super(player);
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this.wakeImmediatly = wakeImmediatly;
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this.updateWorld = updateWorld;
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this.setSpawn = setSpawn;
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}
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}
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