Rewrote all the logic, encoding, etc for player/npc rendering masks (Animations, force movements, etc.)
Groundwork for modular 578 support has now been laid (at least in regards to render masks) Introduced an improved and more accurate API for using force movement (the old API is still around, all of its methods marked as deprecated) Converted a couple example cases to using the new force movement API just as a proof of concept Added a method to tick/time conversion methods to convert between client cycles and ticks Added all authentically-named buffer read/write methods to the buffer class
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@@ -38,6 +38,7 @@ import core.tools.RandomFunction;
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import static core.api.ContentAPIKt.animateScenery;
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import static core.api.ContentAPIKt.submitWorldPulse;
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import static core.api.ContentAPIKt.animationDuration;
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import static core.api.ContentAPIKt.forceMove;
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/**
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* Handles the puro puro activity.
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@@ -161,13 +162,7 @@ public final class PuroPuroPlugin extends MapZone implements Plugin<Object> {
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player.sendMessage("You use your strength to push through the wheat. It's hard work though.");
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}
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player.setAttribute("cantMove", true);
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GameWorld.getPulser().submit(new Pulse(1) {
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@Override
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public boolean pulse() {
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ForceMovement.run(player, player.getLocation(), dest, Animation.create(6594), Animation.create(6594), Direction.getLogicalDirection(player.getLocation(), object.getLocation()), 3, 3);
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return true;
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}
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});
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forceMove(player, player.getLocation(), dest, 0, 265, null, 6595, null);
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}
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/**
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