+ Send map data when item frame spawns.
+ Add some casts to placate compiler warnings.
* size_t for array access.
* Mark chunk dirty when rotation or item in item frame is changed.
* Fixing bugs regarding wolfs and ocelots
* Death messages appear after killing tamed ocelots and wolfs
* Style fix
* Added myself to the CONTRIBUTORS file
* Removed redundant string initialization
* Removed an unsafe cast.
* Changed the order of initialization of fields in constuctor of class cOcelot
* Added functionality: mobs now enter boats and minecarts when coming into collision with them.
* Fixed basic style errors, nothing else
* Added self to contributors and reverted .gitignore to original state.
* Update player list gamemode on world change
* Fix invisibility for spectators, use entity metadata
* Populate m_World for cPlayers on load
- Remove SendPlayerMaxSpeed, a duplicate of SendEntityProperties
* Change to Cuboid calculation for splash distance
* Use ForEachEntityInBox when splash entities
* Remove TODO comment, calculation verified
* Added self to contributors
* End crystal placement
* End crystal placement - fixed error and added some comments
* Removed unused includes
* Update src/Items/ItemEndCrystal.h
Co-authored-by: Alexander Harkness <me@bearbin.net>
* End Crystal placement, early-return pattern enforcement
* End crystal Item finish?
* Small changes
Fixed a crashbug in ender crystal destruction.
According to vanilla 1.16 testing, end crystals don't place if any entity intersects the box, not just other end crystals.
Check return value of SpawnEnderCrystal.
Add header in SeeMake.
Cafe Stile Redux.
* The stylechecker relies on CMakeLists
* There is another
Co-authored-by: Alexander Harkness <me@bearbin.net>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
+ A cPlayer, once created, has a strong pointer to the cClientHandle. The player ticks the clienthandle. If he finds the handle destroyed, he destroys himself in turn. Nothing else can kill the player.
* The client handle has a pointer to the player. Once a player is created, the client handle never outlasts the player, nor does it manage the player's lifetime. The pointer is always safe to use after FinishAuthenticate, which is also the point where cProtocol is put into the Game state that allows player manipulation.
+ Entities are once again never lost by constructing a chunk when they try to move into one that doesn't exist.
* Fixed a forgotten Super invocation in cPlayer::OnRemoveFromWorld.
* Fix SaveToDisk usage in destructor by only saving things cPlayer owns, instead of accessing cWorld.
* Added magma block contact damage
* Fireproof entities do not take damage from magma
* Fire resistance prevents magma damage
* No magma damage when hovering over magma block
* fixed network
fixed explosion
fixed ticking
added network broadcast to Setter method
added nullptr protection
using macros in 1.10 Protocol_1_10.cpp
revealed functions to LUA API
small fixups, typos, less functions used
fixed more doc
readded info that saving is done only if the beam is displayed
made the constructor transfer all needed members
fixed wrong commit
removed default parameters on SpawnEnderCrystal
fixed wrong metadata
moved call to destroy in the right place
fixed some typos
Fixed Ender Crystal
* fixed documentation
* fixed doc and added proper error message
* Parameters, arrows
* Parameters
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>