Exported boat
- NBT: Added saving / loading of material - Added the material in the item handler of the boat - Drop the correct boat if destroyed - APIDoc: Added desc and functions
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@@ -1659,11 +1659,17 @@ void cWSSAnvil::LoadEntityFromNBT(cEntityList & a_Entities, const cParsedNBT & a
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void cWSSAnvil::LoadBoatFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
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{
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std::unique_ptr<cBoat> Boat = cpp14::make_unique<cBoat>(0, 0, 0);
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std::unique_ptr<cBoat> Boat = cpp14::make_unique<cBoat>(0, 0, 0, cBoat::bmOak);
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if (!LoadEntityBaseFromNBT(*Boat.get(), a_NBT, a_TagIdx))
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{
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return;
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}
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int TypeIdx = a_NBT.FindChildByName(a_TagIdx, "Type");
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if (TypeIdx > 0)
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{
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Boat->SetMaterial(cBoat::StringToMaterial(a_NBT.GetString(TypeIdx)));
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}
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a_Entities.push_back(Boat.release());
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}
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