Fully implemented leashes (#3798)
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@@ -629,6 +629,34 @@ void cProtocol_1_8_0::SendKeepAlive(UInt32 a_PingID)
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void cProtocol_1_8_0::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x1b); // Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
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Pkt.WriteBool(true);
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}
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void cProtocol_1_8_0::SendUnleashEntity(const cEntity & a_Entity)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, 0x1b); // Attach Entity packet
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Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
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Pkt.WriteBEInt32(-1);
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Pkt.WriteBool(true);
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}
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void cProtocol_1_8_0::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
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{
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// Send the Join Game packet:
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