pub type PhysicsState = ClientMovementState;👎Deprecated:
renamed to ClientMovementState.
Aliased Type§
pub struct PhysicsState {
pub position_remainder: u32,
pub was_sprinting: bool,
pub trying_to_sprint: bool,
pub trying_to_crouch: bool,
pub move_direction: WalkDirection,
pub move_vector: Vec2,
}Fields§
§position_remainder: u32Minecraft only sends a movement packet either after 20 ticks or if the player moved enough. This is that tick counter.
was_sprinting: bool§trying_to_sprint: bool§trying_to_crouch: boolWhether our player is currently trying to sneak.
This is distinct from
AbstractEntityShiftKeyDown,
which is a metadata value that is controlled by the server and affects
how the nametags of other entities are displayed.
To check whether we’re actually sneaking, you can check the
Crouching or Pose
components.
move_direction: WalkDirection§move_vector: Vec2