Unify entity spawn packet sending
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@@ -329,35 +329,6 @@ void cProtocol_1_9_0::SendMapData(const cMap & a_Map, int a_DataStartX, int a_Da
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void cProtocol_1_9_0::SendPickupSpawn(const cPickup & a_Pickup)
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{
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ASSERT(m_State == 3); // In game mode?
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{ // TODO Use SendSpawnObject
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cPacketizer Pkt(*this, pktSpawnObject);
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Pkt.WriteVarInt32(a_Pickup.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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Pkt.WriteBEUInt64(0);
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Pkt.WriteBEUInt64(a_Pickup.GetUniqueID());
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Pkt.WriteBEUInt8(2); // Type = Pickup
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Pkt.WriteBEDouble(a_Pickup.GetPosX());
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Pkt.WriteBEDouble(a_Pickup.GetPosY());
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Pkt.WriteBEDouble(a_Pickup.GetPosZ());
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Pkt.WriteByteAngle(a_Pickup.GetYaw());
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Pkt.WriteByteAngle(a_Pickup.GetPitch());
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Pkt.WriteBEInt32(0); // No object data
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Pkt.WriteBEInt16(0); // No velocity
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Pkt.WriteBEInt16(0);
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Pkt.WriteBEInt16(0);
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}
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SendEntityMetadata(a_Pickup);
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}
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void cProtocol_1_9_0::SendPlayerMaxSpeed(void)
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{
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ASSERT(m_State == 3); // In game mode?
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@@ -447,32 +418,6 @@ void cProtocol_1_9_0::SendSoundEffect(const AString & a_SoundName, double a_X, d
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void cProtocol_1_9_0::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktSpawnObject);
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Pkt.WriteVarInt32(a_FallingBlock.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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Pkt.WriteBEUInt64(0);
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Pkt.WriteBEUInt64(a_FallingBlock.GetUniqueID());
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Pkt.WriteBEUInt8(70); // Falling block
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Vector3d LastSentPos = a_FallingBlock.GetLastSentPos();
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Pkt.WriteBEDouble(LastSentPos.x);
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Pkt.WriteBEDouble(LastSentPos.y);
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Pkt.WriteBEDouble(LastSentPos.z);
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Pkt.WriteByteAngle(a_FallingBlock.GetYaw());
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Pkt.WriteByteAngle(a_FallingBlock.GetPitch());
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Pkt.WriteBEInt32(static_cast<Int32>(a_FallingBlock.GetBlockType()) | (static_cast<Int32>(a_FallingBlock.GetBlockMeta()) << 12));
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Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedX() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedY() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedZ() * 400));
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}
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void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
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{
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ASSERT(m_State == 3); // In game mode?
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@@ -501,64 +446,6 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
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void cProtocol_1_9_0::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData)
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{
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ASSERT(m_State == 3); // In game mode?
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double PosX = a_Entity.GetPosX();
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double PosZ = a_Entity.GetPosZ();
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double Yaw = a_Entity.GetYaw();
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if (a_ObjectType == 71)
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{
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FixItemFramePositions(a_ObjectData, PosX, PosZ, Yaw);
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}
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cPacketizer Pkt(*this, pktSpawnObject);
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Pkt.WriteVarInt32(a_Entity.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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Pkt.WriteBEUInt64(0);
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Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
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Pkt.WriteBEUInt8(static_cast<UInt8>(a_ObjectType));
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Pkt.WriteBEDouble(PosX);
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Pkt.WriteBEDouble(a_Entity.GetPosY());
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Pkt.WriteBEDouble(PosZ);
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Pkt.WriteByteAngle(a_Entity.GetPitch());
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Pkt.WriteByteAngle(Yaw);
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Pkt.WriteBEInt32(a_ObjectData);
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Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
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}
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void cProtocol_1_9_0::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktSpawnObject);
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Pkt.WriteVarInt32(a_Vehicle.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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Pkt.WriteBEUInt64(0);
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Pkt.WriteBEUInt64(a_Vehicle.GetUniqueID());
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Pkt.WriteBEUInt8(static_cast<UInt8>(a_VehicleType));
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Vector3d LastSentPos = a_Vehicle.GetLastSentPos();
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Pkt.WriteBEDouble(LastSentPos.x);
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Pkt.WriteBEDouble(LastSentPos.y);
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Pkt.WriteBEDouble(LastSentPos.z);
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Pkt.WriteByteAngle(a_Vehicle.GetPitch());
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Pkt.WriteByteAngle(a_Vehicle.GetYaw());
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Pkt.WriteBEInt32(a_VehicleSubType);
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Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedX() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedY() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedZ() * 400));
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}
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void cProtocol_1_9_0::SendTeleportEntity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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@@ -2286,6 +2173,32 @@ void cProtocol_1_9_0::WriteEntityProperties(cPacketizer & a_Pkt, const cEntity &
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void cProtocol_1_9_0::WriteEntitySpawn(cPacketizer & a_Pkt, const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
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{
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ASSERT(m_State == 3); // In game mode?
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a_Pkt.WriteVarInt32(a_Entity.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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a_Pkt.WriteBEUInt64(0);
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a_Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
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a_Pkt.WriteBEUInt8(a_ObjectType);
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a_Pkt.WriteBEDouble(a_Entity.GetPosX());
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a_Pkt.WriteBEDouble(a_Entity.GetPosY());
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a_Pkt.WriteBEDouble(a_Entity.GetPosZ());
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a_Pkt.WriteByteAngle(a_Entity.GetPitch());
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a_Pkt.WriteByteAngle(a_Entity.GetYaw());
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a_Pkt.WriteBEInt32(a_ObjectData);
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a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
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a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
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a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
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}
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////////////////////////////////////////////////////////////////////////////////
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// cProtocol_1_9_1:
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