Contents
Package com.hypixel.hytale.server.core.modules.entity.system
package com.hypixel.hytale.server.core.modules.entity.system
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ClassesClassDescriptionSystem which checks whether we should play movement audio for entities upon moving into or out of blocks.Derives a runtime
DisplayNameComponentfromPersistentDisplayNameon entity add.One-time migration that consumes old"DisplayName"data fromUnknownComponents.Propagates live changes toPersistentDisplayNameinto the runtimeDisplayNameComponent.Replicates the Interactable marker to clients through theMarkerReplicationSystemsrecipe.Keeps theBoundingBoxof an entity in step with itsEntityScaleComponent.A class that contains a variety of entity-related systems.A clear marker for theFromPrefabcomponent.A clear marker for theFromWorldGencomponent.A generic ref system to remove a marker component from an entity once spawned.An entity ticking system that tracks dynamic lights and queues updates to viewers when necessary.An entity ticking system that queues new spawn updates for entities that have newly become visible to viewers.An entity ticking system that handles the removal of theNewSpawnComponentcomponent from entities.A holder system that replaces theUUIDof an entity loaded from an external sourceA ref system that unloads an entity from its chunk when the entity is removed or unloaded.A class that holds useful hide-related functionality and systemsAn entity ticking system that hides specific entities from player entities that are in adventure mode.Replicates the Intangible marker to clients through theMarkerReplicationSystemsrecipe.Replicates the Invulnerable marker to clients through theMarkerReplicationSystemsrecipe.A spatial system for item entities, which provides the position via the item transform componentThe replication recipe for a dataless marker component mirrored to clients as aComponentUpdate: adding the marker queues an update to every viewer of the entity, removing it queues a removal, and newly visible viewers receive the marker with the rest of the entity's state.Sends packet data for existing entities when the marker component is added or removed.Sends the marker component to clients that can see the entity.Entities whose marker was added this tick, keyed by marker component type.Updates active animation data for an entityAssigns a NetworkId to prop entities that don't already have one.Ensures prop entities havePrefabCopyableComponentso they can be included in prefab saves and selection tool operations.Updates model references inPersistentModelcomponents when the model for an entity is changed.Updates the bounding box on entities when they're loaded/spawned.Updates the movement manager when the model changes.Updates the bounding box when the model changes.Updates the bounding box when the entity changes to/from the crouching, sliding, sitting, or sleeping movement stateA holder system that adds aCollisionResultComponentto player entities that do not have one.A spatial system for player entities, which provides the position via the players transform componentReplicates the PreventDebugScreens marker to clients through theMarkerReplicationSystemsrecipe, which blocks opening the debug screens.Replicates the PreventEmotes marker to clients through theMarkerReplicationSystemsrecipe, which blocks opening the emote selector.Replicates the PreventInventoryAccess marker to clients through theMarkerReplicationSystemsrecipe, which blocks opening the inventory page.Replicates the RespondToHit marker to clients through theMarkerReplicationSystemsrecipe, and maintains it from the creative player settings.A system that handles rotating an entity that contains a rotate object component.Makes sure the snapshot buffer component exists on entities that need itUpdates entities' snapshot buffers with their current state every tick.Handles TPS/history length changesA class that contains a variety of systems that handle entity transforms.Sends the transform and head rotation components to the client.A holder system that clears the chunk reference in the transform component when an entity is removed.A collection of systems that handle updating entity locations, their chunk memberships, and related logic.A ref system that updates an entity's chunk location when it is spawned.A ticking system that updates entity locations and chunk memberships based on their transform components.