Streamline player abilities handling
* Update player list gamemode on world change * Fix invisibility for spectators, use entity metadata * Populate m_World for cPlayers on load - Remove SendPlayerMaxSpeed, a duplicate of SendEntityProperties
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@@ -122,7 +122,7 @@ bool cEntity::Initialize(OwnedEntity a_Self, cWorld & a_EntityWorld)
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*/
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ASSERT(m_World == nullptr);
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ASSERT(a_Self->IsPlayer() || (m_World == nullptr)); // Players' worlds are loaded from disk.
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ASSERT(GetParentChunk() == nullptr);
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SetWorld(&a_EntityWorld);
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a_EntityWorld.AddEntity(std::move(a_Self));
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