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Fixed inventory transition
By: Dinnerbone <dinnerbone@dinnerbone.com>
This commit is contained in:
parent
970239f979
commit
7804a304fb
@ -133,13 +133,16 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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newEntity.a = entity.a;
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newEntity.a = entity.a;
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newEntity.health = entity.health;
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newEntity.health = entity.health;
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newEntity.fireTicks = entity.fireTicks;
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newEntity.fireTicks = entity.fireTicks;
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newEntity.inventory = entity.inventory;
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newEntity.inventory.e = newEntity;
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newEntity.activeContainer = entity.activeContainer;
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newEntity.defaultContainer = entity.defaultContainer;
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newWorld.A.d((int) location.getBlockX() >> 4, (int) location.getBlockZ() >> 4);
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newWorld.A.d((int) location.getBlockX() >> 4, (int) location.getBlockZ() >> 4);
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newEntity.a.a(location.getX(), location.getY(), location.getZ(), location.getYaw(), location.getPitch());
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newEntity.a.a(location.getX(), location.getY(), location.getZ(), location.getYaw(), location.getPitch());
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newWorld.manager.a(newEntity);
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newWorld.manager.a(newEntity);
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newWorld.a(newEntity);
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newWorld.a(newEntity);
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manager.b.add(newEntity);
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manager.b.add(newEntity);
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newEntity.l();
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entity.a.e = newEntity;
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entity.a.e = newEntity;
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entity = newEntity;
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entity = newEntity;
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