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src
EffectID.h
Go to the documentation of this file.
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#pragma once
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// tolua_begin
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enum class
EffectID
:
Int32
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{
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SFX_RANDOM_DISPENSER_DISPENSE
= 1000,
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SFX_RANDOM_DISPENSER_DISPENSE_FAIL
= 1001,
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SFX_RANDOM_DISPENSER_SHOOT
= 1002,
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SFX_RANDOM_ENDER_EYE_LAUNCH
= 1003,
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SFX_RANDOM_FIREWORK_SHOT
= 1004,
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SFX_RANDOM_IRON_DOOR_OPEN
= 1005,
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SFX_RANDOM_WOODEN_DOOR_OPEN
= 1006,
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SFX_RANDOM_WOODEN_TRAPDOOR_OPEN
= 1007,
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SFX_RANDOM_FENCE_GATE_OPEN
= 1008,
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SFX_RANDOM_FIRE_EXTINGUISH
= 1009,
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SFX_RANDOM_PLAY_MUSIC_DISC
= 1010,
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SFX_RANDOM_IRON_DOOR_CLOSE
= 1011,
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SFX_RANDOM_WOODEN_DOOR_CLOSE
= 1012,
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SFX_RANDOM_WOODEN_TRAPDOOR_CLOSE
= 1013,
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SFX_RANDOM_FENCE_GATE_CLOSE
= 1014,
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SFX_MOB_GHAST_WARN
= 1015,
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SFX_MOB_GHAST_SHOOT
= 1016,
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SFX_MOB_ENDERDRAGON_SHOOT
= 1017,
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SFX_MOB_BLAZE_SHOOT
= 1018,
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SFX_MOB_ZOMBIE_WOOD
= 1019,
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SFX_MOB_ZOMBIE_METAL
= 1020,
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SFX_MOB_ZOMBIE_WOOD_BREAK
= 1021,
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SFX_MOB_WITHER_BREAK_BLOCK
= 1022,
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SFX_MOB_WITHER_SPAWN
= 1023,
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SFX_MOB_WITHER_SHOOT
= 1024,
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SFX_MOB_BAT_TAKEOFF
= 1025,
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SFX_MOB_ZOMBIE_INFECT
= 1026,
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SFX_MOB_ZOMBIE_UNFECT
= 1027,
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SFX_MOB_ENDERDRAGON_DEATH
= 1028,
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SFX_RANDOM_ANVIL_BREAK
= 1029,
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SFX_RANDOM_ANVIL_USE
= 1030,
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SFX_RANDOM_ANVIL_LAND
= 1031,
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SFX_RANDOM_PORTAL_TRAVEL
= 1032,
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SFX_RANDOM_CHORUS_FLOWER_GROW
= 1033,
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SFX_RANDOM_CHORUS_FLOWER_DEATH
= 1034,
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SFX_RANDOM_BREWING_STAND_BREW
= 1035,
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SFX_RANDOM_IRON_TRAPDOOR_OPEN
= 1036,
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SFX_RANDOM_IRON_TRAPDOOR_CLOSE
= 1037,
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PARTICLE_SMOKE
= 2000,
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PARTICLE_BLOCK_BREAK
= 2001,
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PARTICLE_SPLASH_POTION
= 2002,
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PARTICLE_EYE_OF_ENDER
= 2003,
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PARTICLE_MOBSPAWN
= 2004,
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PARTICLE_HAPPY_VILLAGER
= 2005,
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PARTICLE_DRAGON_BREATH
= 2006,
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PARTICLE_END_GATEWAY_SPAWN
= 3000,
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PARTICLE_ENDERDRAGON_GROWL
= 3001,
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};
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enum class
SmokeDirection
:
Int32
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{
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SOUTH_EAST
= 0,
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SOUTH
= 1,
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SOUTH_WEST
= 2,
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EAST
= 3,
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CENTRE
= 4,
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WEST
= 5,
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NORTH_EAST
= 6,
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NORTH
= 7,
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NORTH_WEST
= 8,
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};
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// tolua_end
EffectID::SFX_RANDOM_FIREWORK_SHOT
EffectID::PARTICLE_ENDERDRAGON_GROWL
EffectID::SFX_RANDOM_CHORUS_FLOWER_DEATH
EffectID::PARTICLE_SMOKE
EffectID::SFX_MOB_ZOMBIE_WOOD_BREAK
EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN
EffectID::PARTICLE_EYE_OF_ENDER
EffectID::PARTICLE_DRAGON_BREATH
EffectID::PARTICLE_END_GATEWAY_SPAWN
EffectID::SFX_MOB_ENDERDRAGON_SHOOT
EffectID::PARTICLE_HAPPY_VILLAGER
EffectID::SFX_RANDOM_FENCE_GATE_CLOSE
EffectID::SFX_RANDOM_ANVIL_LAND
EffectID::SFX_RANDOM_IRON_TRAPDOOR_CLOSE
EffectID::SFX_MOB_GHAST_WARN
SmokeDirection::WEST
EffectID::SFX_MOB_WITHER_SHOOT
SmokeDirection
SmokeDirection
Definition:
EffectID.h:57
EffectID::SFX_RANDOM_IRON_DOOR_CLOSE
SmokeDirection::NORTH_EAST
EffectID::PARTICLE_MOBSPAWN
EffectID::SFX_RANDOM_FENCE_GATE_OPEN
EffectID::SFX_RANDOM_BREWING_STAND_BREW
SmokeDirection::NORTH
SmokeDirection::EAST
SmokeDirection::SOUTH_WEST
EffectID::SFX_RANDOM_ENDER_EYE_LAUNCH
EffectID::SFX_RANDOM_IRON_DOOR_OPEN
EffectID::SFX_RANDOM_DISPENSER_DISPENSE_FAIL
EffectID::SFX_MOB_BAT_TAKEOFF
EffectID::SFX_RANDOM_WOODEN_DOOR_CLOSE
EffectID::SFX_RANDOM_DISPENSER_DISPENSE
EffectID::SFX_MOB_WITHER_SPAWN
EffectID::PARTICLE_BLOCK_BREAK
EffectID::SFX_RANDOM_PLAY_MUSIC_DISC
SmokeDirection::SOUTH
EffectID::PARTICLE_SPLASH_POTION
EffectID::SFX_MOB_ZOMBIE_UNFECT
EffectID::SFX_RANDOM_IRON_TRAPDOOR_OPEN
EffectID::SFX_MOB_WITHER_BREAK_BLOCK
EffectID::SFX_MOB_ZOMBIE_METAL
EffectID::SFX_MOB_GHAST_SHOOT
SmokeDirection::NORTH_WEST
EffectID::SFX_RANDOM_ANVIL_BREAK
EffectID::SFX_RANDOM_ANVIL_USE
EffectID::SFX_RANDOM_CHORUS_FLOWER_GROW
EffectID::SFX_MOB_ENDERDRAGON_DEATH
EffectID::SFX_MOB_ZOMBIE_INFECT
EffectID::SFX_RANDOM_PORTAL_TRAVEL
EffectID::SFX_RANDOM_DISPENSER_SHOOT
Int32
signed int Int32
Definition:
Globals.h:108
EffectID::SFX_RANDOM_WOODEN_TRAPDOOR_OPEN
EffectID::SFX_MOB_BLAZE_SHOOT
EffectID::SFX_RANDOM_FIRE_EXTINGUISH
EffectID::SFX_RANDOM_WOODEN_TRAPDOOR_CLOSE
SmokeDirection::SOUTH_EAST
SmokeDirection::CENTRE
EffectID
EffectID
Definition:
EffectID.h:5
EffectID::SFX_MOB_ZOMBIE_WOOD
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