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Portals animate and delay correctly

This commit is contained in:
Tiger Wang
2014-06-12 15:21:07 +01:00
parent bfa8aaf41b
commit 29567c5610
20 changed files with 175 additions and 118 deletions

View File

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