Leashes work in 1.12.1
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@@ -1125,6 +1125,30 @@ void cProtocol_1_12::SendEntityMetadata(const cEntity & a_Entity)
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void cProtocol_1_12::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
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}
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void cProtocol_1_12::SendUnleashEntity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEInt32(-1); // Unleash a_Entity
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}
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void cProtocol_1_12::SendEntityVelocity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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@@ -1252,30 +1276,6 @@ void cProtocol_1_12::SendScoreUpdate(const AString & a_Objective, const AString
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void cProtocol_1_12::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
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}
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void cProtocol_1_12::SendUnleashEntity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3c); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEInt32(-1); // Unleash a_Entity
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}
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void cProtocol_1_12::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
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{
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// Send the Join Game packet:
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@@ -1945,6 +1945,30 @@ void cProtocol_1_12_1::SendEntityMetadata(const cEntity & a_Entity)
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void cProtocol_1_12_1::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3d); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
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}
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void cProtocol_1_12_1::SendUnleashEntity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x3d); // Set Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEInt32(-1); // Unleash a_Entity
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}
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void cProtocol_1_12_1::SendEntityVelocity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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