Renamed animation function
Renamed BroadcastPlayerAnimation to BroadcastEntityAnimation. Not just players can have animations, you know.
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@@ -573,16 +573,16 @@ void cChunkMap::BroadcastEntityVelocity(const cEntity & a_Entity, const cClientH
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void cChunkMap::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
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void cChunkMap::BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Player.GetChunkX(), ZERO_CHUNK_Y, a_Player.GetChunkZ());
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cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), ZERO_CHUNK_Y, a_Entity.GetChunkZ());
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if (Chunk == NULL)
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{
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return;
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}
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// It's perfectly legal to broadcast packets even to invalid chunks!
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Chunk->BroadcastPlayerAnimation(a_Player, a_Animation, a_Exclude);
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Chunk->BroadcastEntityAnimation(a_Entity, a_Animation, a_Exclude);
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}
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