Use LastSentPos for mob spawn packet in 1.11+ (#4490)
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@@ -325,53 +325,6 @@ cProtocol_1_12::cProtocol_1_12(cClientHandle * a_Client, const AString & a_Serve
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void cProtocol_1_12::SendSpawnMob(const cMonster & a_Mob)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktSpawnMob);
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Pkt.WriteVarInt32(a_Mob.GetUniqueID());
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// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
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Pkt.WriteBEUInt64(0);
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Pkt.WriteBEUInt64(a_Mob.GetUniqueID());
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Pkt.WriteVarInt32(static_cast<UInt32>(a_Mob.GetMobType()));
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Pkt.WriteBEDouble(a_Mob.GetPosX());
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Pkt.WriteBEDouble(a_Mob.GetPosY());
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Pkt.WriteBEDouble(a_Mob.GetPosZ());
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Pkt.WriteByteAngle(a_Mob.GetPitch());
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Pkt.WriteByteAngle(a_Mob.GetHeadYaw());
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Pkt.WriteByteAngle(a_Mob.GetYaw());
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Pkt.WriteBEInt16(static_cast<Int16>(a_Mob.GetSpeedX() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Mob.GetSpeedY() * 400));
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Pkt.WriteBEInt16(static_cast<Int16>(a_Mob.GetSpeedZ() * 400));
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WriteEntityMetadata(Pkt, a_Mob);
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Pkt.WriteBEUInt8(0xff); // Metadata terminator
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}
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void cProtocol_1_12::HandlePacketBlockPlace(cByteBuffer & a_ByteBuffer)
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{
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int BlockX, BlockY, BlockZ;
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if (!a_ByteBuffer.ReadPosition64(BlockX, BlockY, BlockZ))
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{
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return;
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}
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HANDLE_READ(a_ByteBuffer, ReadVarInt, Int32, Face);
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HANDLE_READ(a_ByteBuffer, ReadVarInt, Int32, Hand);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, CursorX);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, CursorY);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, CursorZ);
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m_Client->HandleRightClick(BlockX, BlockY, BlockZ, FaceIntToBlockFace(Face), FloorC(CursorX * 16), FloorC(CursorY * 16), FloorC(CursorZ * 16), HandIntToEnum(Hand));
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}
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void cProtocol_1_12::HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer)
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{
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cServer * Server = cRoot::Get()->GetServer();
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@@ -1080,59 +1033,6 @@ void cProtocol_1_12::HandlePacketAdvancementTab(cByteBuffer & a_ByteBuffer)
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void cProtocol_1_12::SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktTitle);
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Pkt.WriteVarInt32(3); // Set title display times
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Pkt.WriteBEInt32(a_FadeInTicks);
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Pkt.WriteBEInt32(a_DisplayTicks);
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Pkt.WriteBEInt32(a_FadeOutTicks);
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}
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void cProtocol_1_12::SendHideTitle(void)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktTitle);
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Pkt.WriteVarInt32(4); // Hide title
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}
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void cProtocol_1_12::SendResetTitle(void)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktTitle);
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Pkt.WriteVarInt32(5); // Reset title
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}
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void cProtocol_1_12::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, int a_Count)
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{
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ASSERT(m_State == 3); // In game mode?
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cPacketizer Pkt(*this, pktCollectEntity);
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Pkt.WriteVarInt32(a_Entity.GetUniqueID());
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Pkt.WriteVarInt32(a_Player.GetUniqueID());
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Pkt.WriteVarInt32(static_cast<UInt32>(a_Count));
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}
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bool cProtocol_1_12::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketType)
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{
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switch (m_State)
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