- Pickups should now burn in fire
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -872,21 +872,28 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
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case E_ITEM_LAVA_BUCKET:
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if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
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{
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PacketData->m_ItemType = E_BLOCK_LAVA;
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if(m_Player->GetGameMode() == 1)
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break; //No new Bucket for creative players
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cItem NewItem;
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NewItem.m_ItemID = E_ITEM_BUCKET;
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NewItem.m_ItemCount = 1;
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m_Player->GetInventory().AddItem( NewItem );
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PacketData->m_ItemType = E_BLOCK_LAVA;
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}
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break;
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case E_ITEM_WATER_BUCKET:
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if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
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{
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PacketData->m_ItemType = E_BLOCK_WATER;
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if(m_Player->GetGameMode() == 1)
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break; //No new Bucket for creative players
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cItem NewItem;
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NewItem.m_ItemID = E_ITEM_BUCKET;
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NewItem.m_ItemCount = 1;
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m_Player->GetInventory().AddItem( NewItem );
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PacketData->m_ItemType = E_BLOCK_WATER;
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}
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break;
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case E_BLOCK_WHITE_CLOTH:
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