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Split cClientHandle::HandleEntityAction() into three seperate functions HandleEntityCrouch, HandleEntityLeaveBed and HandleEntitySprinting.

This commit is contained in:
Jan-Fabian Humann 2014-03-08 17:55:53 +01:00
parent ae84cdf242
commit 66970fe943
5 changed files with 98 additions and 32 deletions

View File

@ -1453,7 +1453,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username)
void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
void cClientHandle::HandleEntityCrouch(int a_EntityID, bool a_IsCrouching)
{
if (a_EntityID != m_Player->GetUniqueID())
{
@ -1461,35 +1461,37 @@ void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
return;
}
switch (a_ActionID)
m_Player->SetCrouch(a_IsCrouching);
}
void cClientHandle::HandleEntityLeaveBed(int a_EntityID)
{
if (a_EntityID != m_Player->GetUniqueID())
{
case 1: // Crouch
{
m_Player->SetCrouch(true);
break;
}
case 2: // Uncrouch
{
m_Player->SetCrouch(false);
break;
}
case 3: // Leave bed
{
m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
break;
}
case 4: // Start sprinting
{
m_Player->SetSprint(true);
break;
}
case 5: // Stop sprinting
{
m_Player->SetSprint(false);
SendPlayerMaxSpeed();
break;
}
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
}
void cClientHandle::HandleEntitySprinting(int a_EntityID, bool a_IsSprinting)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->SetSprint(a_IsSprinting);
}

View File

@ -188,7 +188,9 @@ public:
void HandleChat (const AString & a_Message);
void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
void HandleDisconnect (const AString & a_Reason);
void HandleEntityAction (int a_EntityID, char a_ActionID);
void HandleEntityCrouch (int a_EntityID, bool a_IsCrouching);
void HandleEntityLeaveBed (int a_EntityID);
void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting);
/** Called when the protocol handshake has been received (for protocol versions that support it;
otherwise the first instant when a username is received).

View File

@ -1375,7 +1375,28 @@ int cProtocol125::ParseEntityAction(void)
{
HANDLE_PACKET_READ(ReadBEInt, int, EntityID);
HANDLE_PACKET_READ(ReadChar, char, ActionID);
m_Client->HandleEntityAction(EntityID, ActionID);
if (ActionID == 1) // Crouch
{
m_Client->HandleEntityCrouch(EntityID, true);
}
else if (ActionID == 2) // Uncrouch
{
m_Client->HandleEntityCrouch(EntityID, false);
}
else if (ActionID == 3) // Leave Bed
{
m_Client->HandleEntityLeaveBed(EntityID);
}
else if (ActionID == 4) // Start sprinting
{
m_Client->HandleEntitySprinting(EntityID, true);
}
else if (ActionID == 5) // Stop sprinting
{
m_Client->HandleEntitySprinting(EntityID, false);
}
return PARSE_OK;
}

View File

@ -184,7 +184,28 @@ int cProtocol161::ParseEntityAction(void)
HANDLE_PACKET_READ(ReadBEInt, int, EntityID);
HANDLE_PACKET_READ(ReadChar, char, ActionID);
HANDLE_PACKET_READ(ReadBEInt, int, UnknownHorseVal);
m_Client->HandleEntityAction(EntityID, ActionID);
if (ActionID == 1) // Crouch
{
m_Client->HandleEntityCrouch(EntityID, true);
}
else if (ActionID == 2) // Uncrouch
{
m_Client->HandleEntityCrouch(EntityID, false);
}
else if (ActionID == 3) // Leave Bed
{
m_Client->HandleEntityLeaveBed(EntityID);
}
else if (ActionID == 4) // Start sprinting
{
m_Client->HandleEntitySprinting(EntityID, true);
}
else if (ActionID == 5) // Stop sprinting
{
m_Client->HandleEntitySprinting(EntityID, false);
}
return PARSE_OK;
}

View File

@ -1732,7 +1732,27 @@ void cProtocol172::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
HANDLE_READ(a_ByteBuffer, ReadBEInt, int, PlayerID);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, Action);
HANDLE_READ(a_ByteBuffer, ReadBEInt, int, JumpBoost);
m_Client->HandleEntityAction(PlayerID, Action);
if (Action == 1) // Crouch
{
m_Client->HandleEntityCrouch(PlayerID, true);
}
else if (Action == 2) // Uncrouch
{
m_Client->HandleEntityCrouch(PlayerID, false);
}
else if (Action == 3) // Leave Bed
{
m_Client->HandleEntityLeaveBed(PlayerID);
}
else if (Action == 4) // Start sprinting
{
m_Client->HandleEntitySprinting(PlayerID, true);
}
else if (Action == 5) // Stop sprinting
{
m_Client->HandleEntitySprinting(PlayerID, false);
}
}