Entities handle chunks properly again
* Entities properly handle chunks * Changed EntityStatus enums to be less shouty
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@@ -791,7 +791,7 @@ void cFireworkEntity::Tick(float a_Dt, cChunk & a_Chunk)
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if (m_ExplodeTimer == m_FireworkItem.m_FireworkItem.m_FlightTimeInTicks)
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{
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_FIREWORK_EXPLODE);
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m_World->BroadcastEntityStatus(*this, esFireworkExploding);
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Destroy();
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}
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