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-rw-r--r--src/ChunkMap.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/ChunkMap.h b/src/ChunkMap.h
index b3fe25393..ef070194b 100644
--- a/src/ChunkMap.h
+++ b/src/ChunkMap.h
@@ -70,7 +70,7 @@ public:
void BroadcastEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityStatus(const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
void BroadcastEntityVelocity(const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
- void BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude = NULL);
+ void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL);
void BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = NULL); // a_Src coords are Block * 8
void BroadcastSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = NULL);
void BroadcastSpawnEntity(cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
@@ -138,7 +138,7 @@ public:
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockMeta);
void SetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta);
- void QueueSetBlock (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick);
+ void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR);
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);