1
0

Leashes work in 1.12.1

This commit is contained in:
mathiascode
2017-08-25 17:55:41 +03:00
committed by Lukas Pioch
parent 0140923c35
commit 3ebcf0fd5c
2 changed files with 50 additions and 24 deletions

View File

@@ -1125,6 +1125,30 @@ void cProtocol_1_12::SendEntityMetadata(const cEntity & a_Entity)
void cProtocol_1_12::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
}
void cProtocol_1_12::SendUnleashEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt32(-1); // Unleash a_Entity
}
void cProtocol_1_12::SendEntityVelocity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
@@ -1252,30 +1276,6 @@ void cProtocol_1_12::SendScoreUpdate(const AString & a_Objective, const AString
void cProtocol_1_12::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
}
void cProtocol_1_12::SendUnleashEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt32(-1); // Unleash a_Entity
}
void cProtocol_1_12::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
{
// Send the Join Game packet:
@@ -1945,6 +1945,30 @@ void cProtocol_1_12_1::SendEntityMetadata(const cEntity & a_Entity)
void cProtocol_1_12_1::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3d); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
}
void cProtocol_1_12_1::SendUnleashEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3d); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt32(-1); // Unleash a_Entity
}
void cProtocol_1_12_1::SendEntityVelocity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?