Renamed animation function
Renamed BroadcastPlayerAnimation to BroadcastEntityAnimation. Not just players can have animations, you know.
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@@ -1053,13 +1053,13 @@ void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_
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void cClientHandle::HandleAnimation(char a_Animation)
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{
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if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
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if (cPluginManager::Get()->CallHookEntityAnimation(*m_Player, a_Animation))
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{
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// Plugin disagrees, bail out
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return;
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}
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m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this);
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_Animation, this);
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}
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@@ -1264,19 +1264,19 @@ void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
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switch (a_ActionID)
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{
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case 1: // crouch
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case 1: // Crouch
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{
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m_Player->SetCrouch(true);
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break;
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}
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case 2: // uncrouch
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case 2: // Uncrouch
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{
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m_Player->SetCrouch(false);
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break;
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}
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case 3: // Leave bed
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{
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m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, 2);
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
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break;
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}
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case 4: // Start sprinting
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@@ -1813,9 +1813,9 @@ void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
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void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
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void cClientHandle::SendEntityAnimation(const cEntity & a_Entity, char a_Animation)
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{
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m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
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m_Protocol->SendEntityAnimation(a_Entity, a_Animation);
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}
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