Changed if-else to switch-case
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66970fe943
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72f9c8b069
@ -1376,25 +1376,23 @@ int cProtocol125::ParseEntityAction(void)
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HANDLE_PACKET_READ(ReadBEInt, int, EntityID);
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HANDLE_PACKET_READ(ReadChar, char, ActionID);
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if (ActionID == 1) // Crouch
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switch (ActionID)
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{
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case 1: // Crouch
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m_Client->HandleEntityCrouch(EntityID, true);
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}
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else if (ActionID == 2) // Uncrouch
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{
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break;
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case 2: // Uncrouch
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m_Client->HandleEntityCrouch(EntityID, false);
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}
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else if (ActionID == 3) // Leave Bed
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{
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break;
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case 3: // Leave Bed
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m_Client->HandleEntityLeaveBed(EntityID);
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}
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else if (ActionID == 4) // Start sprinting
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{
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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(EntityID, true);
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}
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else if (ActionID == 5) // Stop sprinting
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{
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break;
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case 5: // Stop sprinting
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m_Client->HandleEntitySprinting(EntityID, false);
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break;
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}
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return PARSE_OK;
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@ -185,25 +185,23 @@ int cProtocol161::ParseEntityAction(void)
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HANDLE_PACKET_READ(ReadChar, char, ActionID);
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HANDLE_PACKET_READ(ReadBEInt, int, UnknownHorseVal);
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if (ActionID == 1) // Crouch
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switch (ActionID)
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{
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case 1: // Crouch
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m_Client->HandleEntityCrouch(EntityID, true);
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}
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else if (ActionID == 2) // Uncrouch
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{
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break;
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case 2: // Uncrouch
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m_Client->HandleEntityCrouch(EntityID, false);
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}
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else if (ActionID == 3) // Leave Bed
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{
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break;
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case 3: // Leave Bed
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m_Client->HandleEntityLeaveBed(EntityID);
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}
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else if (ActionID == 4) // Start sprinting
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{
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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(EntityID, true);
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}
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else if (ActionID == 5) // Stop sprinting
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{
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break;
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case 5: // Stop sprinting
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m_Client->HandleEntitySprinting(EntityID, false);
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break;
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}
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return PARSE_OK;
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@ -1733,25 +1733,23 @@ void cProtocol172::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
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HANDLE_READ(a_ByteBuffer, ReadByte, Byte, Action);
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HANDLE_READ(a_ByteBuffer, ReadBEInt, int, JumpBoost);
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if (Action == 1) // Crouch
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switch (Action)
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{
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case 1: // Crouch
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m_Client->HandleEntityCrouch(PlayerID, true);
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}
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else if (Action == 2) // Uncrouch
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{
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break;
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case 2: // Unchrouch
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m_Client->HandleEntityCrouch(PlayerID, false);
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}
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else if (Action == 3) // Leave Bed
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{
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break;
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case 3: // Leave Bed
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m_Client->HandleEntityLeaveBed(PlayerID);
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}
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else if (Action == 4) // Start sprinting
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{
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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(PlayerID, true);
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}
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else if (Action == 5) // Stop sprinting
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{
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break;
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case 5: // Stop sprinting
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m_Client->HandleEntitySprinting(PlayerID, false);
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break;
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}
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}
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