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Diffstat (limited to 'src/Protocol/Protocol_1_9.cpp')
-rw-r--r--src/Protocol/Protocol_1_9.cpp261
1 files changed, 85 insertions, 176 deletions
diff --git a/src/Protocol/Protocol_1_9.cpp b/src/Protocol/Protocol_1_9.cpp
index 475047417..90eedf91e 100644
--- a/src/Protocol/Protocol_1_9.cpp
+++ b/src/Protocol/Protocol_1_9.cpp
@@ -216,7 +216,7 @@ void cProtocol_1_9_0::DataReceived(const char * a_Data, size_t a_Size)
void cProtocol_1_9_0::SendAttachEntity(const cEntity & a_Entity, const cEntity & a_Vehicle)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x40); // Set passangers packet
+ cPacketizer Pkt(*this, GetPacketId(sendAttachEntity)); // Set passangers packet
Pkt.WriteVarInt32(a_Vehicle.GetUniqueID());
Pkt.WriteVarInt32(1); // 1 passenger
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
@@ -230,7 +230,7 @@ void cProtocol_1_9_0::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ,
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x0a); // Block Action packet
+ cPacketizer Pkt(*this, GetPacketId(sendBlockAction)); // Block Action packet
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
Pkt.WriteBEInt8(a_Byte1);
Pkt.WriteBEInt8(a_Byte2);
@@ -245,7 +245,7 @@ void cProtocol_1_9_0::SendBlockBreakAnim(UInt32 a_EntityID, int a_BlockX, int a_
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x08); // Block Break Animation packet
+ cPacketizer Pkt(*this, GetPacketId(sendBlockBreakAnim)); // Block Break Animation packet
Pkt.WriteVarInt32(a_EntityID);
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
Pkt.WriteBEInt8(a_Stage);
@@ -259,7 +259,7 @@ void cProtocol_1_9_0::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ,
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x0b); // Block Change packet
+ cPacketizer Pkt(*this, GetPacketId(sendBlockChange)); // Block Change packet
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
Pkt.WriteVarInt32((static_cast<UInt32>(a_BlockType) << 4) | (static_cast<UInt32>(a_BlockMeta) & 15));
}
@@ -272,7 +272,7 @@ void cProtocol_1_9_0::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlo
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x10); // Multi Block Change packet
+ cPacketizer Pkt(*this, GetPacketId(sendBlockChanges)); // Multi Block Change packet
Pkt.WriteBEInt32(a_ChunkX);
Pkt.WriteBEInt32(a_ChunkZ);
Pkt.WriteVarInt32(static_cast<UInt32>(a_Changes.size()));
@@ -290,7 +290,7 @@ void cProtocol_1_9_0::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlo
void cProtocol_1_9_0::SendCameraSetTo(const cEntity & a_Entity)
{
- cPacketizer Pkt(*this, 0x36); // Camera Packet (Attach the camera of a player at another entity in spectator mode)
+ cPacketizer Pkt(*this, GetPacketId(sendCameraSetTo)); // Camera Packet (Attach the camera of a player at another entity in spectator mode)
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
}
@@ -325,7 +325,7 @@ void cProtocol_1_9_0::SendChatRaw(const AString & a_MessageRaw, eChatType a_Type
ASSERT(m_State == 3); // In game mode?
// Send the json string to the client:
- cPacketizer Pkt(*this, 0x0f); // Chat Message packet
+ cPacketizer Pkt(*this, GetPacketId(sendChatRaw)); // Chat Message packet
Pkt.WriteString(a_MessageRaw);
Pkt.WriteBEInt8(a_Type);
}
@@ -355,7 +355,7 @@ void cProtocol_1_9_0::SendCollectEntity(const cEntity & a_Entity, const cPlayer
UNUSED(a_Count);
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x49); // Collect Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendCollectEntity)); // Collect Item packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteVarInt32(a_Player.GetUniqueID());
}
@@ -368,7 +368,7 @@ void cProtocol_1_9_0::SendDestroyEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x30); // Destroy Entities packet
+ cPacketizer Pkt(*this, GetPacketId(sendDestroyEntity)); // Destroy Entities packet
Pkt.WriteVarInt32(1);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
}
@@ -380,7 +380,7 @@ void cProtocol_1_9_0::SendDestroyEntity(const cEntity & a_Entity)
void cProtocol_1_9_0::SendDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x40); // Set passangers packet
+ cPacketizer Pkt(*this, GetPacketId(sendAttachEntity)); // Set passangers packet
Pkt.WriteVarInt32(a_PreviousVehicle.GetUniqueID());
Pkt.WriteVarInt32(0); // No passangers
}
@@ -396,14 +396,14 @@ void cProtocol_1_9_0::SendDisconnect(const AString & a_Reason)
case 2:
{
// During login:
- cPacketizer Pkt(*this, 0);
+ cPacketizer Pkt(*this, GetPacketId(sendDisconnectDuringLogin));
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
}
case 3:
{
// In-game:
- cPacketizer Pkt(*this, 0x1a);
+ cPacketizer Pkt(*this, GetPacketId(sendDisconnectDuringGame));
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
}
@@ -418,7 +418,7 @@ void cProtocol_1_9_0::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2a); // Sign Editor Open packet
+ cPacketizer Pkt(*this, GetPacketId(sendEditSign)); // Sign Editor Open packet
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
}
@@ -430,7 +430,7 @@ void cProtocol_1_9_0::SendEntityEffect(const cEntity & a_Entity, int a_EffectID,
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x4c); // Entity Effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityEffect)); // Entity Effect packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_EffectID));
Pkt.WriteBEUInt8(static_cast<UInt8>(a_Amplifier));
@@ -446,7 +446,7 @@ void cProtocol_1_9_0::SendEntityEquipment(const cEntity & a_Entity, short a_Slot
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3c); // Entity Equipment packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityEquipment)); // Entity Equipment packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// Needs to be adjusted due to the insertion of offhand at slot 1
if (a_SlotNum > 0)
@@ -465,7 +465,7 @@ void cProtocol_1_9_0::SendEntityHeadLook(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x34); // Entity Head Look packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityHeadLook)); // Entity Head Look packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteByteAngle(a_Entity.GetHeadYaw());
}
@@ -478,7 +478,7 @@ void cProtocol_1_9_0::SendEntityLook(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x27); // Entity Look packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityLook)); // Entity Look packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
@@ -493,7 +493,7 @@ void cProtocol_1_9_0::SendEntityMetadata(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x39); // Entity Metadata packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityMeta)); // Entity Metadata packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
WriteEntityMetadata(Pkt, a_Entity);
Pkt.WriteBEUInt8(0xff); // The termination byte
@@ -507,7 +507,7 @@ void cProtocol_1_9_0::SendEntityProperties(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x4b); // Entity Properties packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityProperties)); // Entity Properties packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
WriteEntityProperties(Pkt, a_Entity);
}
@@ -520,7 +520,7 @@ void cProtocol_1_9_0::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, c
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x25); // Entity Relative Move packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityRelMove)); // Entity Relative Move packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
Pkt.WriteBEInt16(a_RelX * 128);
@@ -537,7 +537,7 @@ void cProtocol_1_9_0::SendEntityRelMoveLook(const cEntity & a_Entity, char a_Rel
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x26); // Entity Look And Relative Move packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityRelMoveLook)); // Entity Look And Relative Move packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
Pkt.WriteBEInt16(a_RelX * 128);
@@ -556,7 +556,7 @@ void cProtocol_1_9_0::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x1b); // Entity Status packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityStatus)); // Entity Status packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_Status);
}
@@ -569,7 +569,7 @@ void cProtocol_1_9_0::SendEntityVelocity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3b); // Entity Velocity packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityVelocity)); // Entity Velocity packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// 400 = 8000 / 20 ... Conversion from our speed in m / s to 8000 m / tick
Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
@@ -585,7 +585,7 @@ void cProtocol_1_9_0::SendExplosion(double a_BlockX, double a_BlockY, double a_B
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x1c); // Explosion packet
+ cPacketizer Pkt(*this, GetPacketId(sendExplosion)); // Explosion packet
Pkt.WriteBEFloat(static_cast<float>(a_BlockX));
Pkt.WriteBEFloat(static_cast<float>(a_BlockY));
Pkt.WriteBEFloat(static_cast<float>(a_BlockZ));
@@ -610,7 +610,7 @@ void cProtocol_1_9_0::SendGameMode(eGameMode a_GameMode)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x1e); // Change Game State packet
+ cPacketizer Pkt(*this, GetPacketId(sendGameMode)); // Change Game State packet
Pkt.WriteBEUInt8(3); // Reason: Change game mode
Pkt.WriteBEFloat(static_cast<float>(a_GameMode)); // The protocol really represents the value with a float!
}
@@ -623,7 +623,7 @@ void cProtocol_1_9_0::SendHealth(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3e); // Update Health packet
+ cPacketizer Pkt(*this, GetPacketId(sendHealth)); // Update Health packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteBEFloat(static_cast<float>(Player->GetHealth()));
Pkt.WriteVarInt32(static_cast<UInt32>(Player->GetFoodLevel()));
@@ -638,7 +638,7 @@ void cProtocol_1_9_0::SendHideTitle(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x45); // Title packet
+ cPacketizer Pkt(*this, GetPacketId(sendTitle)); // Title packet
Pkt.WriteVarInt32(3); // Hide title
}
@@ -650,7 +650,7 @@ void cProtocol_1_9_0::SendInventorySlot(char a_WindowID, short a_SlotNum, const
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x16); // Set Slot packet
+ cPacketizer Pkt(*this, GetPacketId(sendInventorySlot)); // Set Slot packet
Pkt.WriteBEInt8(a_WindowID);
Pkt.WriteBEInt16(a_SlotNum);
WriteItem(Pkt, a_Item);
@@ -669,7 +669,7 @@ void cProtocol_1_9_0::SendKeepAlive(UInt32 a_PingID)
return;
}
- cPacketizer Pkt(*this, 0x1f); // Keep Alive packet
+ cPacketizer Pkt(*this, GetPacketId(sendKeepAlive)); // Keep Alive packet
Pkt.WriteVarInt32(a_PingID);
}
@@ -680,7 +680,7 @@ void cProtocol_1_9_0::SendKeepAlive(UInt32 a_PingID)
void cProtocol_1_9_0::SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3a); // Set Attach Entity packet
+ cPacketizer Pkt(*this, GetPacketId(sendLeashEntity)); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt32(a_EntityLeashedTo.GetUniqueID());
}
@@ -692,7 +692,7 @@ void cProtocol_1_9_0::SendLeashEntity(const cEntity & a_Entity, const cEntity &
void cProtocol_1_9_0::SendUnleashEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3a); // Set Attach Entity packet
+ cPacketizer Pkt(*this, GetPacketId(sendLeashEntity)); // Set Attach Entity packet
Pkt.WriteBEUInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt32(-1); // Unleash a_Entity
}
@@ -706,7 +706,7 @@ void cProtocol_1_9_0::SendLogin(const cPlayer & a_Player, const cWorld & a_World
// Send the Join Game packet:
{
cServer * Server = cRoot::Get()->GetServer();
- cPacketizer Pkt(*this, 0x23); // Join Game packet
+ cPacketizer Pkt(*this, GetPacketId(sendJoinGame)); // Join Game packet
Pkt.WriteBEUInt32(a_Player.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_Player.GetEffectiveGameMode()) | (Server->IsHardcore() ? 0x08 : 0)); // Hardcore flag bit 4
Pkt.WriteBEInt8(static_cast<Int8>(a_World.GetDimension()));
@@ -718,13 +718,13 @@ void cProtocol_1_9_0::SendLogin(const cPlayer & a_Player, const cWorld & a_World
// Send the spawn position:
{
- cPacketizer Pkt(*this, 0x43); // Spawn Position packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnPosition)); // Spawn Position packet
Pkt.WritePosition64(FloorC(a_World.GetSpawnX()), FloorC(a_World.GetSpawnY()), FloorC(a_World.GetSpawnZ()));
}
// Send the server difficulty:
{
- cPacketizer Pkt(*this, 0x0d); // Server difficulty packet
+ cPacketizer Pkt(*this, GetPacketId(sendDifficulty)); // Server difficulty packet
Pkt.WriteBEInt8(1);
}
@@ -765,7 +765,7 @@ void cProtocol_1_9_0::SendPaintingSpawn(const cPainting & a_Painting)
double PosY = a_Painting.GetPosY();
double PosZ = a_Painting.GetPosZ();
- cPacketizer Pkt(*this, 0x04); // Spawn Painting packet
+ cPacketizer Pkt(*this, GetPacketId(sendPaintingSpawn)); // Spawn Painting packet
Pkt.WriteVarInt32(a_Painting.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -783,7 +783,7 @@ void cProtocol_1_9_0::SendMapData(const cMap & a_Map, int a_DataStartX, int a_Da
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x24); // Map packet
+ cPacketizer Pkt(*this, GetPacketId(sendMapData)); // Map packet
Pkt.WriteVarInt32(a_Map.GetID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_Map.GetScale()));
@@ -816,7 +816,7 @@ void cProtocol_1_9_0::SendPickupSpawn(const cPickup & a_Pickup)
ASSERT(m_State == 3); // In game mode?
{ // TODO Use SendSpawnObject
- cPacketizer Pkt(*this, 0x00); // Spawn Object packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnObject)); // Spawn Object packet
Pkt.WriteVarInt32(a_Pickup.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -844,7 +844,7 @@ void cProtocol_1_9_0::SendPlayerAbilities(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2b); // Player Abilities packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerAbilities)); // Player Abilities packet
Byte Flags = 0;
cPlayer * Player = m_Client->GetPlayer();
if (Player->IsGameModeCreative())
@@ -873,7 +873,7 @@ void cProtocol_1_9_0::SendEntityAnimation(const cEntity & a_Entity, char a_Anima
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x06); // Animation packet
+ cPacketizer Pkt(*this, GetPacketId(sendEntityAnimation)); // Animation packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_Animation);
}
@@ -887,7 +887,7 @@ void cProtocol_1_9_0::SendParticleEffect(const AString & a_ParticleName, float a
ASSERT(m_State == 3); // In game mode?
int ParticleID = GetParticleID(a_ParticleName);
- cPacketizer Pkt(*this, 0x22); // Particle effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendParticleEffect)); // Particle effect packet
Pkt.WriteBEInt32(ParticleID);
Pkt.WriteBool(false);
Pkt.WriteBEFloat(a_SrcX);
@@ -909,7 +909,7 @@ void cProtocol_1_9_0::SendParticleEffect(const AString & a_ParticleName, Vector3
ASSERT(m_State == 3); // In game mode?
int ParticleID = GetParticleID(a_ParticleName);
- cPacketizer Pkt(*this, 0x22); // Particle effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendParticleEffect)); // Particle effect packet
Pkt.WriteBEInt32(ParticleID);
Pkt.WriteBool(false);
Pkt.WriteBEFloat(a_Src.x);
@@ -952,7 +952,7 @@ void cProtocol_1_9_0::SendPlayerListAddPlayer(const cPlayer & a_Player)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2d); // Playerlist Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerList)); // Playerlist Item packet
Pkt.WriteVarInt32(0);
Pkt.WriteVarInt32(1);
Pkt.WriteUUID(a_Player.GetUUID());
@@ -989,7 +989,7 @@ void cProtocol_1_9_0::SendPlayerListRemovePlayer(const cPlayer & a_Player)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2d); // Playerlist Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerList)); // Playerlist Item packet
Pkt.WriteVarInt32(4);
Pkt.WriteVarInt32(1);
Pkt.WriteUUID(a_Player.GetUUID());
@@ -1003,7 +1003,7 @@ void cProtocol_1_9_0::SendPlayerListUpdateGameMode(const cPlayer & a_Player)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2d); // Playerlist Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerList)); // Playerlist Item packet
Pkt.WriteVarInt32(1);
Pkt.WriteVarInt32(1);
Pkt.WriteUUID(a_Player.GetUUID());
@@ -1021,7 +1021,7 @@ void cProtocol_1_9_0::SendPlayerListUpdatePing(const cPlayer & a_Player)
auto ClientHandle = a_Player.GetClientHandlePtr();
if (ClientHandle != nullptr)
{
- cPacketizer Pkt(*this, 0x2d); // Playerlist Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerList)); // Playerlist Item packet
Pkt.WriteVarInt32(2);
Pkt.WriteVarInt32(1);
Pkt.WriteUUID(a_Player.GetUUID());
@@ -1037,7 +1037,7 @@ void cProtocol_1_9_0::SendPlayerListUpdateDisplayName(const cPlayer & a_Player,
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2d); // Playerlist Item packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerList)); // Playerlist Item packet
Pkt.WriteVarInt32(3);
Pkt.WriteVarInt32(1);
Pkt.WriteUUID(a_Player.GetUUID());
@@ -1061,7 +1061,7 @@ void cProtocol_1_9_0::SendPlayerMaxSpeed(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x4b); // Entity Properties
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerMaxSpeed)); // Entity Properties
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteVarInt32(Player->GetUniqueID());
Pkt.WriteBEInt32(1); // Count
@@ -1090,7 +1090,7 @@ void cProtocol_1_9_0::SendPlayerMoveLook(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2e); // Player Position And Look packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerMoveLook)); // Player Position And Look packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteBEDouble(Player->GetPosX());
Pkt.WriteBEDouble(Player->GetPosY());
@@ -1121,7 +1121,7 @@ void cProtocol_1_9_0::SendPlayerPosition(void)
void cProtocol_1_9_0::SendPlayerSpawn(const cPlayer & a_Player)
{
// Called to spawn another player for the client
- cPacketizer Pkt(*this, 0x05); // Spawn Player packet
+ cPacketizer Pkt(*this, GetPacketId(sendPlayerSpawn)); // Spawn Player packet
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteUUID(a_Player.GetUUID());
Vector3d LastSentPos = a_Player.GetLastSentPos();
@@ -1142,7 +1142,7 @@ void cProtocol_1_9_0::SendPluginMessage(const AString & a_Channel, const AString
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x18); // Plugin message packet
+ cPacketizer Pkt(*this, GetPacketId(sendPluginMessage)); // Plugin message packet
Pkt.WriteString(a_Channel);
Pkt.WriteBuf(a_Message.data(), a_Message.size());
}
@@ -1155,7 +1155,7 @@ void cProtocol_1_9_0::SendRemoveEntityEffect(const cEntity & a_Entity, int a_Eff
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x31); // Remove entity effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendRemoveEntityEffect)); // Remove entity effect packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_EffectID));
}
@@ -1168,7 +1168,7 @@ void cProtocol_1_9_0::SendResetTitle(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x45); // Title packet
+ cPacketizer Pkt(*this, GetPacketId(sendTitle)); // Title packet
Pkt.WriteVarInt32(4); // Reset title
}
@@ -1178,7 +1178,7 @@ void cProtocol_1_9_0::SendResetTitle(void)
void cProtocol_1_9_0::SendRespawn(eDimension a_Dimension)
{
- cPacketizer Pkt(*this, 0x33); // Respawn packet
+ cPacketizer Pkt(*this, GetPacketId(sendRespawn)); // Respawn packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteBEInt32(static_cast<Int32>(a_Dimension));
Pkt.WriteBEUInt8(2); // TODO: Difficulty (set to Normal)
@@ -1194,7 +1194,7 @@ void cProtocol_1_9_0::SendExperience(void)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3d); // Experience Packet
+ cPacketizer Pkt(*this, GetPacketId(sendExperience)); // Experience Packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteBEFloat(Player->GetXpPercentage());
Pkt.WriteVarInt32(static_cast<UInt32>(Player->GetXpLevel()));
@@ -1209,7 +1209,7 @@ void cProtocol_1_9_0::SendExperienceOrb(const cExpOrb & a_ExpOrb)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x01); // Spawn experience orb packet
+ cPacketizer Pkt(*this, GetPacketId(sendExperienceOrb)); // Spawn experience orb packet
Pkt.WriteVarInt32(a_ExpOrb.GetUniqueID());
Pkt.WriteBEDouble(a_ExpOrb.GetPosX());
Pkt.WriteBEDouble(a_ExpOrb.GetPosY());
@@ -1225,7 +1225,7 @@ void cProtocol_1_9_0::SendScoreboardObjective(const AString & a_Name, const AStr
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x3f); // Scoreboard objective packet
+ cPacketizer Pkt(*this, GetPacketId(sendScoreboardObjective)); // Scoreboard objective packet
Pkt.WriteString(a_Name);
Pkt.WriteBEUInt8(a_Mode);
if ((a_Mode == 0) || (a_Mode == 2))
@@ -1243,7 +1243,7 @@ void cProtocol_1_9_0::SendScoreUpdate(const AString & a_Objective, const AString
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x42); // Update score packet
+ cPacketizer Pkt(*this, GetPacketId(sendScoreUpdate)); // Update score packet
Pkt.WriteString(a_Player);
Pkt.WriteBEUInt8(a_Mode);
Pkt.WriteString(a_Objective);
@@ -1262,7 +1262,7 @@ void cProtocol_1_9_0::SendDisplayObjective(const AString & a_Objective, cScorebo
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x38); // Display scoreboard packet
+ cPacketizer Pkt(*this, GetPacketId(sendDisplayObjective)); // Display scoreboard packet
Pkt.WriteBEUInt8(static_cast<UInt8>(a_Display));
Pkt.WriteString(a_Objective);
}
@@ -1284,7 +1284,7 @@ void cProtocol_1_9_0::SendSetRawSubTitle(const AString & a_SubTitle)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x45); // Title packet
+ cPacketizer Pkt(*this, GetPacketId(sendTitle)); // Title packet
Pkt.WriteVarInt32(1); // Set subtitle
Pkt.WriteString(a_SubTitle);
@@ -1307,7 +1307,7 @@ void cProtocol_1_9_0::SendSetRawTitle(const AString & a_Title)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x45); // Title packet
+ cPacketizer Pkt(*this, GetPacketId(sendTitle)); // Title packet
Pkt.WriteVarInt32(0); // Set title
Pkt.WriteString(a_Title);
@@ -1321,7 +1321,7 @@ void cProtocol_1_9_0::SendSoundEffect(const AString & a_SoundName, double a_X, d
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x19); // Named sound effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendSoundEffect)); // Named sound effect packet
Pkt.WriteString(a_SoundName);
Pkt.WriteVarInt32(0); // Master sound category (may want to be changed to a parameter later)
Pkt.WriteBEInt32(static_cast<Int32>(a_X * 8.0));
@@ -1339,7 +1339,7 @@ void cProtocol_1_9_0::SendSoundParticleEffect(const EffectID a_EffectID, int a_S
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x21); // Effect packet
+ cPacketizer Pkt(*this, GetPacketId(sendSoundParticleEffect)); // Effect packet
Pkt.WriteBEInt32(static_cast<int>(a_EffectID));
Pkt.WritePosition64(a_SrcX, a_SrcY, a_SrcZ);
Pkt.WriteBEInt32(a_Data);
@@ -1354,7 +1354,7 @@ void cProtocol_1_9_0::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x00); // Spawn Object packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnObject)); // Spawn Object packet
Pkt.WriteVarInt32(a_FallingBlock.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -1380,7 +1380,7 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x03); // Spawn Mob packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnMob)); // Spawn Mob packet
Pkt.WriteVarInt32(a_Mob.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -1415,7 +1415,7 @@ void cProtocol_1_9_0::SendSpawnObject(const cEntity & a_Entity, char a_ObjectTyp
FixItemFramePositions(a_ObjectData, PosX, PosZ, Yaw);
}
- cPacketizer Pkt(*this, 0x00); // Spawn Object packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnObject)); // Spawn Object packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -1440,7 +1440,7 @@ void cProtocol_1_9_0::SendSpawnVehicle(const cEntity & a_Vehicle, char a_Vehicle
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x00); // Spawn Object packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnObject)); // Spawn Object packet
Pkt.WriteVarInt32(a_Vehicle.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
@@ -1466,7 +1466,7 @@ void cProtocol_1_9_0::SendStatistics(const cStatManager & a_Manager)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x07); // Statistics packet
+ cPacketizer Pkt(*this, GetPacketId(sendStatistics)); // Statistics packet
Pkt.WriteVarInt32(statCount); // TODO 2014-05-11 xdot: Optimization: Send "dirty" statistics only
size_t Count = static_cast<size_t>(statCount);
@@ -1488,7 +1488,7 @@ void cProtocol_1_9_0::SendTabCompletionResults(const AStringVector & a_Results)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x0e); // Tab-Complete packet
+ cPacketizer Pkt(*this, GetPacketId(sendTabCompletion)); // Tab-Complete packet
Pkt.WriteVarInt32(static_cast<UInt32>(a_Results.size()));
for (AStringVector::const_iterator itr = a_Results.begin(), end = a_Results.end(); itr != end; ++itr)
@@ -1505,7 +1505,7 @@ void cProtocol_1_9_0::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x4a); // Entity teleport packet
+ cPacketizer Pkt(*this, GetPacketId(sendTeleportEntity)); // Entity teleport packet
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEDouble(a_Entity.GetPosX());
Pkt.WriteBEDouble(a_Entity.GetPosY());
@@ -1523,7 +1523,7 @@ void cProtocol_1_9_0::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x02); // Spawn Global Entity packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnGlobalEntity)); // Spawn Global Entity packet
Pkt.WriteVarInt32(0); // EntityID = 0, always
Pkt.WriteBEUInt8(1); // Type = Thunderbolt
Pkt.WriteBEDouble(a_BlockX);
@@ -1539,7 +1539,7 @@ void cProtocol_1_9_0::SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x45); // Title packet
+ cPacketizer Pkt(*this, GetPacketId(sendTitle)); // Title packet
Pkt.WriteVarInt32(2); // Set title display times
Pkt.WriteBEInt32(a_FadeInTicks);
@@ -1560,7 +1560,7 @@ void cProtocol_1_9_0::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a
a_TimeOfDay = std::min(-a_TimeOfDay, -1LL);
}
- cPacketizer Pkt(*this, 0x44); // Time update packet
+ cPacketizer Pkt(*this, GetPacketId(sendTimeUpdate)); // Time update packet
Pkt.WriteBEInt64(a_WorldAge);
Pkt.WriteBEInt64(a_TimeOfDay);
}
@@ -1573,7 +1573,7 @@ void cProtocol_1_9_0::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x1d); // Unload chunk packet
+ cPacketizer Pkt(*this, GetPacketId(sendUnloadChunk)); // Unload chunk packet
Pkt.WriteBEInt32(a_ChunkX);
Pkt.WriteBEInt32(a_ChunkZ);
}
@@ -1585,7 +1585,7 @@ void cProtocol_1_9_0::SendUpdateBlockEntity(cBlockEntity & a_BlockEntity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x09); // Update tile entity packet
+ cPacketizer Pkt(*this, GetPacketId(sendUpdateBlockEntity)); // Update tile entity packet
Pkt.WritePosition64(a_BlockEntity.GetPosX(), a_BlockEntity.GetPosY(), a_BlockEntity.GetPosZ());
Byte Action = 0;
@@ -1612,7 +1612,7 @@ void cProtocol_1_9_0::SendUpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, c
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x46); // Update sign packet
+ cPacketizer Pkt(*this, GetPacketId(sendUpdateSign)); // Update sign packet
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
Json::StyledWriter JsonWriter;
@@ -1633,7 +1633,7 @@ void cProtocol_1_9_0::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_B
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x2f); // Use bed
+ cPacketizer Pkt(*this, GetPacketId(sendUseBed)); // Use bed
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WritePosition64(a_BlockX, a_BlockY, a_BlockZ);
}
@@ -1647,7 +1647,7 @@ void cProtocol_1_9_0::SendWeather(eWeather a_Weather)
ASSERT(m_State == 3); // In game mode?
{
- cPacketizer Pkt(*this, 0x1e); // Change Game State packet
+ cPacketizer Pkt(*this, GetPacketId(sendWeather)); // Change Game State packet
Pkt.WriteBEUInt8((a_Weather == wSunny) ? 1 : 2); // End rain / begin rain
Pkt.WriteBEFloat(0); // Unused for weather
}
@@ -1663,7 +1663,7 @@ void cProtocol_1_9_0::SendWholeInventory(const cWindow & a_Window)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x14); // Window Items packet
+ cPacketizer Pkt(*this, GetPacketId(sendWindowItems)); // Window Items packet
Pkt.WriteBEInt8(a_Window.GetWindowID());
Pkt.WriteBEInt16(static_cast<Int16>(a_Window.GetNumSlots()));
cItems Slots;
@@ -1682,7 +1682,7 @@ void cProtocol_1_9_0::SendWindowClose(const cWindow & a_Window)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x12); // Close window packet
+ cPacketizer Pkt(*this, GetPacketId(sendWindowClose)); // Close window packet
Pkt.WriteBEInt8(a_Window.GetWindowID());
}
@@ -1700,7 +1700,7 @@ void cProtocol_1_9_0::SendWindowOpen(const cWindow & a_Window)
return;
}
- cPacketizer Pkt(*this, 0x13); // Open window packet
+ cPacketizer Pkt(*this, GetPacketId(sendWindowOpen)); // Open window packet
Pkt.WriteBEInt8(a_Window.GetWindowID());
Pkt.WriteString(a_Window.GetWindowTypeName());
Pkt.WriteString(Printf("{\"text\":\"%s\"}", a_Window.GetWindowTitle().c_str()));
@@ -1735,7 +1735,7 @@ void cProtocol_1_9_0::SendWindowProperty(const cWindow & a_Window, short a_Prope
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, 0x15); // Window Property packet
+ cPacketizer Pkt(*this, GetPacketId(sendWindowProperty)); // Window Property packet
Pkt.WriteBEInt8(a_Window.GetWindowID());
Pkt.WriteBEInt16(a_Property);
Pkt.WriteBEInt16(a_Value);
@@ -4175,10 +4175,10 @@ void cProtocol_1_9_1::SendLogin(const cPlayer & a_Player, const cWorld & a_World
// Send the Join Game packet:
{
cServer * Server = cRoot::Get()->GetServer();
- cPacketizer Pkt(*this, 0x23); // Join Game packet
+ cPacketizer Pkt(*this, GetPacketId(sendJoinGame)); // Join Game packet
Pkt.WriteBEUInt32(a_Player.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_Player.GetEffectiveGameMode()) | (Server->IsHardcore() ? 0x08 : 0)); // Hardcore flag bit 4
- Pkt.WriteBEInt32(static_cast<Int32>(a_World.GetDimension()));
+ Pkt.WriteBEInt32(static_cast<Int32>(a_World.GetDimension())); // This is the change from 1.9.0 (Int8 to Int32)
Pkt.WriteBEUInt8(2); // TODO: Difficulty (set to Normal)
Pkt.WriteBEUInt8(static_cast<UInt8>(Clamp<size_t>(Server->GetMaxPlayers(), 0, 255)));
Pkt.WriteString("default"); // Level type - wtf?
@@ -4187,13 +4187,13 @@ void cProtocol_1_9_1::SendLogin(const cPlayer & a_Player, const cWorld & a_World
// Send the spawn position:
{
- cPacketizer Pkt(*this, 0x43); // Spawn Position packet
+ cPacketizer Pkt(*this, GetPacketId(sendSpawnPosition)); // Spawn Position packet
Pkt.WritePosition64(FloorC(a_World.GetSpawnX()), FloorC(a_World.GetSpawnY()), FloorC(a_World.GetSpawnZ()));
}
// Send the server difficulty:
{
- cPacketizer Pkt(*this, 0x0d); // Server difficulty packet
+ cPacketizer Pkt(*this, GetPacketId(sendDifficulty)); // Server difficulty packet
Pkt.WriteBEInt8(1);
}
@@ -4367,20 +4367,6 @@ void cProtocol_1_9_4::HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer)
-void cProtocol_1_9_4::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, int a_Count)
-{
- UNUSED(a_Count);
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, 0x48); // Collect Item packet
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- Pkt.WriteVarInt32(a_Player.GetUniqueID());
-}
-
-
-
-
-
void cProtocol_1_9_4::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
ASSERT(m_State == 3); // In game mode?
@@ -4397,83 +4383,6 @@ void cProtocol_1_9_4::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerial
-void cProtocol_1_9_4::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, 0x4b); // Entity Effect packet
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- Pkt.WriteBEUInt8(static_cast<UInt8>(a_EffectID));
- Pkt.WriteBEUInt8(static_cast<UInt8>(a_Amplifier));
- Pkt.WriteVarInt32(static_cast<UInt32>(a_Duration));
- Pkt.WriteBool(false); // Hide particles
-}
-
-
-
-
-
-void cProtocol_1_9_4::SendEntityProperties(const cEntity & a_Entity)
-{
- ASSERT(m_State == 3); // In game mode?
-
-
- cPacketizer Pkt(*this, 0x4a); // Entity Properties packet
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- WriteEntityProperties(Pkt, a_Entity);
-}
-
-
-
-
-
-void cProtocol_1_9_4::SendPlayerMaxSpeed(void)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, 0x4a); // Entity Properties
- cPlayer * Player = m_Client->GetPlayer();
- Pkt.WriteVarInt32(Player->GetUniqueID());
- Pkt.WriteBEInt32(1); // Count
- Pkt.WriteString("generic.movementSpeed");
- // The default game speed is 0.1, multiply that value by the relative speed:
- Pkt.WriteBEDouble(0.1 * Player->GetNormalMaxSpeed());
- if (Player->IsSprinting())
- {
- Pkt.WriteVarInt32(1); // Modifier count
- Pkt.WriteBEUInt64(0x662a6b8dda3e4c1c);
- Pkt.WriteBEUInt64(0x881396ea6097278d); // UUID of the modifier
- Pkt.WriteBEDouble(Player->GetSprintingMaxSpeed() - Player->GetNormalMaxSpeed());
- Pkt.WriteBEUInt8(2);
- }
- else
- {
- Pkt.WriteVarInt32(0); // Modifier count
- }
-}
-
-
-
-
-
-void cProtocol_1_9_4::SendTeleportEntity(const cEntity & a_Entity)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, 0x49); // Entity teleport packet
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- Pkt.WriteBEDouble(a_Entity.GetPosX());
- Pkt.WriteBEDouble(a_Entity.GetPosY());
- Pkt.WriteBEDouble(a_Entity.GetPosZ());
- Pkt.WriteByteAngle(a_Entity.GetYaw());
- Pkt.WriteByteAngle(a_Entity.GetPitch());
- Pkt.WriteBool(a_Entity.IsOnGround());
-}
-
-
-
-
-
void cProtocol_1_9_4::SendUpdateSign(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4)
{
ASSERT(m_State == 3); // In game mode?