Simple health regeneration system
Prepared for food git-svn-id: http://mc-server.googlecode.com/svn/trunk@679 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -339,11 +339,7 @@ void cClientHandle::Authenticate(void)
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m_Player->GetInventory().SendWholeInventory(this);
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// Send health
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cPacket_UpdateHealth Health;
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Health.m_Health = (short)m_Player->GetHealth();
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Health.m_Food = m_Player->GetFood();
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Health.m_Saturation = m_Player->GetFoodSaturation();
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Send(Health);
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m_Player->SendHealth();
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m_Player->Initialize(World);
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StreamChunks();
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@@ -856,14 +852,7 @@ void cClientHandle::HandleBlockDig(cPacket_BlockDig * a_Packet)
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void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
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{
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if(a_Packet->m_PosX == -1
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&& a_Packet->m_PosY == 255
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&& a_Packet->m_PosZ == -1)
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{
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//I don´t know whats the idea behind these packets O.o
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return;
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}
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if (!CheckBlockInteractionsRate())
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{
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return;
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@@ -960,7 +949,7 @@ void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
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cItem Item;
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Item.m_ItemID = Equipped.m_ItemID;
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Item.m_ItemCount = 1;
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if (m_Player->EatItem(Item.m_ItemID))
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if (ItemHandler->EatItem(m_Player, &Item))
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{
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ItemHandler->OnFoodEaten(World, m_Player, &Item);
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m_Player->GetInventory().RemoveItem(Item);
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