Portals animate and delay correctly
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@@ -986,9 +986,9 @@ void cProtocol172::SendRemoveEntityEffect(const cEntity & a_Entity, int a_Effect
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void cProtocol172::SendRespawn(const cWorld & a_World)
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void cProtocol172::SendRespawn(eDimension a_Dimension)
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{
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if (m_LastSentDimension == a_World.GetDimension())
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if (m_LastSentDimension == a_Dimension)
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{
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// Must not send a respawn for the world with the same dimension, the client goes cuckoo if we do
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return;
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@@ -996,11 +996,11 @@ void cProtocol172::SendRespawn(const cWorld & a_World)
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cPacketizer Pkt(*this, 0x07); // Respawn packet
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cPlayer * Player = m_Client->GetPlayer();
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Pkt.WriteInt((int)a_World.GetDimension());
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Pkt.WriteInt((int)a_Dimension);
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Pkt.WriteByte(2); // TODO: Difficulty (set to Normal)
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Pkt.WriteByte((Byte)Player->GetEffectiveGameMode());
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Pkt.WriteString("default");
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m_LastSentDimension = a_World.GetDimension();
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m_LastSentDimension = a_Dimension;
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}
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