// BedEntity.cpp #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BedEntity.h" #include "../World.h" #include "../Entities/Player.h" #include "../ClientHandle.h" #include "../Blocks/BlockBed.h" cBedEntity::cBedEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, short a_Color): Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, a_World), m_Color(a_Color) { ASSERT(a_BlockType == E_BLOCK_BED); } void cBedEntity::CopyFrom(const cBlockEntity & a_Src) { Super::CopyFrom(a_Src); auto & src = static_cast(a_Src); m_Color = src.m_Color; } void cBedEntity::SendTo(cClientHandle & a_Client) { a_Client.SendUpdateBlockEntity(*this); } void cBedEntity::SetColor(short a_Color) { m_Color = a_Color; auto Pos = GetPos(); // If the bed entity is send immediately, the client (maybe) still has not the bed. // Fix that by delaying the broadcast of the bed entity by a tick: m_World->ScheduleTask(1, [Pos](cWorld & a_World) { a_World.BroadcastBlockEntity(Pos); }); }