Unify entity spawn packet sending
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@@ -92,7 +92,7 @@ cFloater::cFloater(Vector3d a_Pos, Vector3d a_Speed, UInt32 a_PlayerID, int a_Co
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void cFloater::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 90, static_cast<int>(m_PlayerID));
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a_Client.SendSpawnEntity(*this);
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}
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@@ -107,7 +107,7 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT))
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&& (m_World->GetBlockMeta(POSX_TOINT, POSY_TOINT, POSZ_TOINT) == 0))
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{
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if ((!m_CanPickupItem) && (m_AttachedMobID == cEntity::INVALID_ID)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
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if (!m_CanPickupItem && (m_AttachedMobID == cEntity::INVALID_ID)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
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{
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if (m_CountDownTime <= 0)
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{
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