Added generic entity-collecting.
Now any cEntity can be collected, not only cPickups. This should help PR #1098.
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@@ -188,19 +188,19 @@ void cProtocol132::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerialize
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void cProtocol132::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
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void cProtocol132::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player)
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{
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cCSLock Lock(m_CSPacket);
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WriteByte(PACKET_COLLECT_PICKUP);
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WriteInt (a_Pickup.GetUniqueID());
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WriteInt (a_Entity.GetUniqueID());
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WriteInt (a_Player.GetUniqueID());
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Flush();
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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SendSoundEffect(
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"random.pop",
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(int)(a_Pickup.GetPosX() * 8), (int)(a_Pickup.GetPosY() * 8), (int)(a_Pickup.GetPosZ() * 8),
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0.5, (float)(0.75 + ((float)((a_Pickup.GetUniqueID() * 23) % 32)) / 64)
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(int)(a_Entity.GetPosX() * 8), (int)(a_Entity.GetPosY() * 8), (int)(a_Entity.GetPosZ() * 8),
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0.5, (float)(0.75 + ((float)((a_Entity.GetUniqueID() * 23) % 32)) / 64)
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);
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}
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