Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@783 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -435,6 +435,56 @@ void cChunkMap::BroadcastMetadata(const cPawn & a_Pawn, const cClientHandle * a_
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void cChunkMap::BroadcastSpawn(cEntity & a_Entity, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity.GetChunkX(), a_Entity.GetChunkY(), a_Entity.GetChunkZ());
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if (Chunk == NULL)
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{
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return;
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}
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// It's perfectly legal to broadcast packets even to invalid chunks!
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Chunk->BroadcastSpawn(a_Entity, a_Exclude);
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}
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void cChunkMap::BroadcastBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->BroadcastBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Exclude);
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}
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void cChunkMap::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
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{
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cCSLock Lock(m_CSLayers);
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
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cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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return;
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}
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Chunk->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
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}
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void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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// a_Player rclked block entity at the coords specified, handle it
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