Adjusted style of switch/case
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@ -1378,21 +1378,11 @@ int cProtocol125::ParseEntityAction(void)
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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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break;
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case 2: // Uncrouch
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m_Client->HandleEntityCrouch(EntityID, false);
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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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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(EntityID, true);
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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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case 1: m_Client->HandleEntityCrouch(EntityID, true); break; // Crouch
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case 2: m_Client->HandleEntityCrouch(EntityID, false); break; // Uncrouch
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case 3: m_Client->HandleEntityLeaveBed(EntityID); break; // Leave Bed
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case 4: m_Client->HandleEntitySprinting(EntityID, true); break; // Start sprinting
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case 5: m_Client->HandleEntitySprinting(EntityID, false); break; // Stop sprinting
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}
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return PARSE_OK;
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@ -187,21 +187,11 @@ int cProtocol161::ParseEntityAction(void)
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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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break;
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case 2: // Uncrouch
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m_Client->HandleEntityCrouch(EntityID, false);
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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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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(EntityID, true);
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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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case 1: m_Client->HandleEntityCrouch(EntityID, true); break; // Crouch
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case 2: m_Client->HandleEntityCrouch(EntityID, false); break; // Uncrouch
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case 3: m_Client->HandleEntityLeaveBed(EntityID); break; // Leave Bed
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case 4: m_Client->HandleEntitySprinting(EntityID, true); break; // Start sprinting
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case 5: m_Client->HandleEntitySprinting(EntityID, false); break; // Stop sprinting
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}
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return PARSE_OK;
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@ -1735,21 +1735,11 @@ void cProtocol172::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
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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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break;
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case 2: // Unchrouch
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m_Client->HandleEntityCrouch(PlayerID, false);
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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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break;
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case 4: // Start sprinting
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m_Client->HandleEntitySprinting(PlayerID, true);
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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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case 1: m_Client->HandleEntityCrouch(PlayerID, true); break; // Crouch
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case 2: m_Client->HandleEntityCrouch(PlayerID, false); break; // Uncrouch
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case 3: m_Client->HandleEntityLeaveBed(PlayerID); break; // Leave Bed
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case 4: m_Client->HandleEntitySprinting(PlayerID, true); break; // Start sprinting
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case 5: m_Client->HandleEntitySprinting(PlayerID, false); break; // Stop sprinting
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}
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}
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