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Why write the fake entity id if we don't use false in the send packet?
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@ -1,6 +1,5 @@
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package me.libraryaddict.disguise.disguisetypes;
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import java.lang.reflect.Field;
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import java.lang.reflect.InvocationTargetException;
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import java.util.HashMap;
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import java.util.HashSet;
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@ -183,7 +182,7 @@ public abstract class Disguise {
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public void run() {
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// If entity is no longer valid. Remove it.
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if (!getEntity().isValid()) {
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removeDisguise();
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DisguiseAPI.undisguiseToAll(getEntity());
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} else {
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// If the disguise type is tnt, we need to resend the entity packet else it will turn invisible
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if (getType() == DisguiseType.PRIMED_TNT || getType() == DisguiseType.FIREWORK) {
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@ -202,7 +201,8 @@ public abstract class Disguise {
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// If this disguise has velocity sending enabled and the entity is flying.
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if (vectorY != 0 && isVelocitySent() && (alwaysSendVelocity || !getEntity().isOnGround())) {
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Vector vector = getEntity().getVelocity();
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// If the entity doesn't have velocity changes already - You know. I really can't wrap my head about the if statement.
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// If the entity doesn't have velocity changes already - You know. I really can't wrap my head about the
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// if statement.
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// But it doesn't seem to do anything wrong..
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if (vector.getY() != 0 && !(vector.getY() < 0 && alwaysSendVelocity && getEntity().isOnGround())) {
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return;
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@ -248,17 +248,16 @@ public abstract class Disguise {
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}
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mods.write(2, (int) (8000D * (vectorY * ReflectionManager.getPing(player)) * 0.069D));
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if (lookPacket != null) {
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ProtocolLibrary.getProtocolManager().sendServerPacket(player, lookPacket);
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ProtocolLibrary.getProtocolManager().sendServerPacket(player, lookPacket, false);
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}
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ProtocolLibrary.getProtocolManager().sendServerPacket(player, velocityPacket);
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velocityPacket = velocityPacket.shallowClone();
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mods = velocityPacket.getIntegers();
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ProtocolLibrary.getProtocolManager().sendServerPacket(player, velocityPacket.shallowClone(),
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false);
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}
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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// If we need to send a packet to update the exp orbs position as it likes to gravitate client sided to
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// If we need to send a packet to update the exp position as it likes to gravitate client sided to
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// players.
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if (getType() == DisguiseType.EXPERIENCE_ORB) {
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PacketContainer packet = new PacketContainer(PacketType.Play.Server.REL_ENTITY_MOVE);
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