Progress on the 1.3.2 protocol.
Sometimes the client lets the player through, but most of the times the connection breaks for no apparent reason. git-svn-id: http://mc-server.googlecode.com/svn/trunk@812 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -325,7 +325,7 @@ void cChunkMap::BroadcastEntHeadLook(const cEntity & a_Entity, const cClientHand
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void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, const cClientHandle * a_Exclude)
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void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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int x, y, z, ChunkX, ChunkZ;
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@@ -339,7 +339,7 @@ void cChunkMap::BroadcastBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, c
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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->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_Exclude);
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Chunk->BroadcastBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType, a_Exclude);
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}
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