Added splash potions to NBT serialization and retrieval
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@@ -36,6 +36,7 @@
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#include "../Entities/Minecart.h"
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#include "../Entities/Pickup.h"
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#include "../Entities/ArrowEntity.h"
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#include "../Entities/SplashPotionEntity.h"
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#include "../Entities/ThrownEggEntity.h"
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#include "../Entities/ThrownEnderPearlEntity.h"
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#include "../Entities/ThrownSnowballEntity.h"
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@@ -1152,6 +1153,10 @@ void cWSSAnvil::LoadEntityFromNBT(cEntityList & a_Entities, const cParsedNBT & a
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{
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LoadArrowFromNBT(a_Entities, a_NBT, a_EntityTagIdx);
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}
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else if (strncmp(a_IDTag, "SplashPotion", a_IDTagLength) == 0)
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{
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LoadSplashPotionFromNBT(a_Entities, a_NBT, a_EntityTagIdx);
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}
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else if (strncmp(a_IDTag, "Snowball", a_IDTagLength) == 0)
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{
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LoadSnowballFromNBT(a_Entities, a_NBT, a_EntityTagIdx);
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@@ -1658,6 +1663,29 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
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void cWSSAnvil::LoadSplashPotionFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
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{
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std::auto_ptr<cSplashPotionEntity> SplashPotion(new cSplashPotionEntity(NULL, 0, 0, 0, Vector3d(0, 0, 0), cEntityEffect::effNoEffect, cEntityEffect(), 0));
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if (!LoadProjectileBaseFromNBT(*SplashPotion.get(), a_NBT, a_TagIdx))
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{
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return;
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}
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int EffectDuration = a_NBT.FindChildByName(a_TagIdx, "EffectDuration");
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int EffectIntensity = a_NBT.FindChildByName(a_TagIdx, "EffectIntensity");
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int EffectDistanceModifier = a_NBT.FindChildByName(a_TagIdx, "EffectDistanceModifier");
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SplashPotion->SetEntityEffectType((cEntityEffect::eType) a_NBT.FindChildByName(a_TagIdx, "EffectType"));
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SplashPotion->SetEntityEffect(cEntityEffect(EffectDuration, EffectIntensity, EffectDistanceModifier));
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SplashPotion->SetPotionName(a_NBT.FindChildByName(a_TagIdx, "PotionName"));
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// Store the new splash potion in the entities list:
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a_Entities.push_back(SplashPotion.release());
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}
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void cWSSAnvil::LoadSnowballFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
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{
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