ModAPI.require("player"); //Require the player var GrappleHookMod = { oldXYZ: [0, 0, 0], //The previous hook position. prev: "NONE", //The previous state scaleH: 0.25, //Used for X and Z velocity scaleV: 0.15, //((Grapple Y) minus (Player Y)) times scaleV lift: 0.4, //Base vertical motion crouchToCancel: true //Whether or not crouching should disable the grappling hook. }; ModAPI.addEventListener("update", () => { //Every client tick if (!ModAPI.player.fishEntity) { //If the fish hook does not exist. if (GrappleHookMod.prev === "GROUND" && (!GrappleHookMod.crouchToCancel || !ModAPI.player.isSneaking())) { //If the old state was ground GrappleHookMod.prev = "NONE"; //Update the state var mx = GrappleHookMod.oldXYZ[0] - ModAPI.player.x; //Get delta X var my = GrappleHookMod.oldXYZ[1] - ModAPI.player.y; //Get delta Y var mz = GrappleHookMod.oldXYZ[2] - ModAPI.player.z; //Get delta Z mx *= GrappleHookMod.scaleH; //Multiply by horizontal scale my *= GrappleHookMod.scaleV; //Multiply by vertical scale mz *= GrappleHookMod.scaleH; //Multiply by horizontal scale ModAPI.player.motionX += mx; //Add x motion ModAPI.player.motionY += my + GrappleHookMod.lift; //Add y motion, plus base lift. ModAPI.player.motionZ += mz; //Add z motion ModAPI.player.reload(); //Push changes } else { GrappleHookMod.prev = "NONE"; } } else if (GrappleHookMod.prev === "NONE") { //If the hook exists, but the previous state was NONE, update the state. GrappleHookMod.prev = "AIR"; } if ( ModAPI.player.fishEntity !== undefined && //If the fish hook exists GrappleHookMod.prev === "AIR" && //And the hook was previously in the air ModAPI.player.fishEntity.inGround //And the hook is in the ground ) { GrappleHookMod.oldXYZ = [ //Set old grapple hook position ModAPI.player.fishEntity.x, ModAPI.player.fishEntity.y, ModAPI.player.fishEntity.z, ]; GrappleHookMod.prev = "GROUND";//Update state } });