Split cClientHandle::HandleEntityAction() into three seperate functions HandleEntityCrouch, HandleEntityLeaveBed and HandleEntitySprinting.
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@ -1453,7 +1453,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username)
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void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
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void cClientHandle::HandleEntityCrouch(int a_EntityID, bool a_IsCrouching)
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{
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if (a_EntityID != m_Player->GetUniqueID())
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{
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@ -1461,35 +1461,37 @@ void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
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return;
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}
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switch (a_ActionID)
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m_Player->SetCrouch(a_IsCrouching);
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}
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void cClientHandle::HandleEntityLeaveBed(int a_EntityID)
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{
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if (a_EntityID != m_Player->GetUniqueID())
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{
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case 1: // Crouch
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{
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m_Player->SetCrouch(true);
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break;
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}
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case 2: // Uncrouch
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{
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m_Player->SetCrouch(false);
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break;
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}
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case 3: // Leave bed
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{
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
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break;
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}
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case 4: // Start sprinting
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{
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m_Player->SetSprint(true);
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break;
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}
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case 5: // Stop sprinting
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{
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m_Player->SetSprint(false);
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SendPlayerMaxSpeed();
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break;
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}
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// We should only receive entity actions from the entity that is performing the action
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return;
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}
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
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}
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void cClientHandle::HandleEntitySprinting(int a_EntityID, bool a_IsSprinting)
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{
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if (a_EntityID != m_Player->GetUniqueID())
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{
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// We should only receive entity actions from the entity that is performing the action
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return;
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}
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m_Player->SetSprint(a_IsSprinting);
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}
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@ -188,7 +188,9 @@ public:
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void HandleChat (const AString & a_Message);
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void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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void HandleDisconnect (const AString & a_Reason);
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void HandleEntityAction (int a_EntityID, char a_ActionID);
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void HandleEntityCrouch (int a_EntityID, bool a_IsCrouching);
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void HandleEntityLeaveBed (int a_EntityID);
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void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting);
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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otherwise the first instant when a username is received).
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@ -1375,7 +1375,28 @@ int cProtocol125::ParseEntityAction(void)
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{
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HANDLE_PACKET_READ(ReadBEInt, int, EntityID);
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HANDLE_PACKET_READ(ReadChar, char, ActionID);
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m_Client->HandleEntityAction(EntityID, ActionID);
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if (ActionID == 1) // Crouch
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{
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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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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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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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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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m_Client->HandleEntitySprinting(EntityID, false);
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}
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return PARSE_OK;
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}
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@ -184,7 +184,28 @@ int cProtocol161::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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HANDLE_PACKET_READ(ReadBEInt, int, UnknownHorseVal);
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m_Client->HandleEntityAction(EntityID, ActionID);
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if (ActionID == 1) // Crouch
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{
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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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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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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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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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m_Client->HandleEntitySprinting(EntityID, false);
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}
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return PARSE_OK;
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}
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@ -1732,7 +1732,27 @@ void cProtocol172::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
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HANDLE_READ(a_ByteBuffer, ReadBEInt, int, PlayerID);
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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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m_Client->HandleEntityAction(PlayerID, Action);
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if (Action == 1) // Crouch
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{
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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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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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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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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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m_Client->HandleEntitySprinting(PlayerID, false);
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}
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}
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