Added IsOnGround() to cEntity
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@@ -386,7 +386,7 @@ void cProtocol180::SendEntityLook(const cEntity & a_Entity)
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Pkt.WriteVarInt(a_Entity.GetUniqueID());
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Pkt.WriteByteAngle(a_Entity.GetYaw());
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Pkt.WriteByteAngle(a_Entity.GetPitch());
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Pkt.WriteBool(true); // TODO: IsOnGround() on entities
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Pkt.WriteBool(a_Entity.IsOnGround());
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}
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@@ -429,7 +429,7 @@ void cProtocol180::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char
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Pkt.WriteByte(a_RelX);
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Pkt.WriteByte(a_RelY);
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Pkt.WriteByte(a_RelZ);
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Pkt.WriteBool(true); // TODO: IsOnGround() on entities
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Pkt.WriteBool(a_Entity.IsOnGround());
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}
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@@ -447,7 +447,7 @@ void cProtocol180::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX,
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Pkt.WriteByte(a_RelZ);
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Pkt.WriteByteAngle(a_Entity.GetYaw());
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Pkt.WriteByteAngle(a_Entity.GetPitch());
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Pkt.WriteBool(true); // TODO: IsOnGround() on entities
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Pkt.WriteBool(a_Entity.IsOnGround());
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}
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@@ -947,7 +947,7 @@ void cProtocol180::SendPlayerMoveLook(void)
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Pkt.WriteDouble(Player->GetPosX());
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// The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
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Pkt.WriteDouble(Player->GetStance() + 0.001);
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Pkt.WriteDouble(Player->GetPosY() + 0.001);
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Pkt.WriteDouble(Player->GetPosZ());
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Pkt.WriteFloat((float)Player->GetYaw());
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@@ -976,7 +976,7 @@ void cProtocol180::SendPlayerSpawn(const cPlayer & a_Player)
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Pkt.WriteVarInt(a_Player.GetUniqueID());
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Pkt.WriteUUID(cMojangAPI::MakeUUIDShort(a_Player.GetUUID()));
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Pkt.WriteFPInt(a_Player.GetPosX());
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Pkt.WriteFPInt(a_Player.GetPosY());
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Pkt.WriteFPInt(a_Player.GetPosY() + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
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Pkt.WriteFPInt(a_Player.GetPosZ());
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Pkt.WriteByteAngle(a_Player.GetYaw());
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Pkt.WriteByteAngle(a_Player.GetPitch());
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@@ -1305,7 +1305,7 @@ void cProtocol180::SendTeleportEntity(const cEntity & a_Entity)
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Pkt.WriteFPInt(a_Entity.GetPosZ());
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Pkt.WriteByteAngle(a_Entity.GetYaw());
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Pkt.WriteByteAngle(a_Entity.GetPitch());
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Pkt.WriteBool(true); // TODO: IsOnGrond() on entities
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Pkt.WriteBool(a_Entity.IsOnGround());
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}
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