A bit of reformatting.
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@ -431,18 +431,21 @@ protected:
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cEntity * m_Attachee;
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/** Stores whether head yaw has been set manually */
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bool m_bDirtyHead;
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bool m_bDirtyHead;
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/** Stores whether our yaw/pitch/roll (body orientation) has been set manually */
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bool m_bDirtyOrientation;
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bool m_bDirtyOrientation;
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/** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client
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Ensures that said packet is sent only once */
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bool m_bHasSentNoSpeed;
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bool m_bHasSentNoSpeed;
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/** Stores if the entity is on the ground */
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bool m_bOnGround;
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bool m_bOnGround;
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/** Stores gravity that is applied to an entity every tick
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For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */
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float m_Gravity;
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float m_Gravity;
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/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
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Only updated if cEntity::BroadcastMovementUpdate() is called! */
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@ -473,12 +476,14 @@ protected:
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/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
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int m_TicksSinceLastVoidDamage;
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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void SetWorld(cWorld * a_World) { m_World = a_World; }
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/** Called in each tick to handle air-related processing i.e. drowning */
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virtual void HandleAir();
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/** Called once per tick to set IsSwimming and IsSubmerged */
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virtual void SetSwimState(cChunk & a_Chunk);
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