* Further reduce instances of appearing black
* Fix packet send and get arrows to more reliably lodge in blocks clientside
* Fix hit detection failing at chunk boundaries
+ Use delegating constructors
The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change)
The BlockInfo.h file was removed from Globals.h (main change)
The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics)
The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor)
Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header.
That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified.
eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
* Fixes a number of "<function>: not all control paths return a value" warnings on MSVC.
* Introduces the UNREACHABLE global macro and uses it instead of conditionally compiled switch defaults.
* Move cNBTParseErrorCategory from FastNBT.h into FastNBT.cpp to prevent bad calls to message()
On RasPi with gcc 4.8.2, the asserts wouldn't compile when tests were enabled.
Enforced the assumption that ASSERT code is generated only in Debug builds.
- Changed m_TicksLeftBurning > 0 for IsOnFire()
- Tried to do the changes in BlockHandler.cpp
- Removed m_Creator in ArrowEntity
- Added m_Enchantments in ProjectileEntity CreatorData
- Added blank lines between functions
This was mostly done automatically and then visually inspected for obvious errors.
All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
* Fixed arrows not being collectable/not truly hitting a block/not
lodging into blocks/not going in far enough
* Fixed projectiles not playing their block hit animation owning to
being destroyed too quickly