void cProtocol146::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock) { // Send a spawn object / vehicle packet cCSLock Lock(m_CSPacket); WriteByte(PACKET_SPAWN_OBJECT); WriteInt (a_FallingBlock.GetUniqueID()); WriteByte(70); WriteInt ((int)(a_FallingBlock.GetPosX() * 32)); WriteInt ((int)(a_FallingBlock.GetPosY() * 32)); WriteInt ((int)(a_FallingBlock.GetPosZ() * 32)); WriteByte (0); // Pitch WriteByte (0); // Yaw WriteInt (a_FallingBlock.GetBlockType()); // data indicator = blocktype WriteShort((short)(a_FallingBlock.GetSpeedX() * 400)); WriteShort((short)(a_FallingBlock.GetSpeedY() * 400)); WriteShort((short)(a_FallingBlock.GetSpeedZ() * 400)); Flush(); }
void cProtocol125::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock) { // This protocol version implements falling blocks using the spawn object / vehicle packet: SendSpawnObject(a_FallingBlock, 70, a_FallingBlock.GetBlockType(), 0, 0); }