misc spelling fixes in comments and variables
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@ -193,14 +193,14 @@ pub trait ServerPacket: Packet + Sized {
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pub struct StatusResponse {
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pub struct StatusResponse {
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/// The version on which the Server is running. Optional
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/// The version on which the Server is running. Optional
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pub version: Option<Version>,
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pub version: Option<Version>,
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/// Informations about currently connected Players. Optional
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/// Information about currently connected Players. Optional
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pub players: Option<Players>,
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pub players: Option<Players>,
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/// The description displayed also called MOTD (Message of the day). Optional
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/// The description displayed also called MOTD (Message of the day). Optional
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pub description: String,
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pub description: String,
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/// The icon displayed, Optional
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/// The icon displayed, Optional
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pub favicon: Option<String>,
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pub favicon: Option<String>,
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/// Players are forced to use Secure chat
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/// Players are forced to use Secure chat
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pub enforece_secure_chat: bool,
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pub enforce_secure_chat: bool,
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}
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}
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#[derive(Serialize)]
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#[derive(Serialize)]
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pub struct Version {
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pub struct Version {
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@ -216,7 +216,7 @@ pub struct Players {
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pub max: u32,
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pub max: u32,
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/// The current online player count
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/// The current online player count
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pub online: u32,
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pub online: u32,
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/// Informations about currently connected players.
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/// Information about currently connected players.
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/// Note player can disable listing here.
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/// Note player can disable listing here.
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pub sample: Vec<Sample>,
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pub sample: Vec<Sample>,
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}
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}
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@ -229,7 +229,7 @@ pub struct Sample {
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pub id: String,
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pub id: String,
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}
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}
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// basicly game profile
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// basically game profile
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#[derive(Serialize, Deserialize, Clone, Debug)]
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct Property {
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pub struct Property {
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pub name: String,
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pub name: String,
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@ -81,7 +81,7 @@ impl Default for PlayerConfig {
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}
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}
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}
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}
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/// Everything which makes a Conection with our Server is a `Client`.
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/// Everything which makes a Connection with our Server is a `Client`.
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/// Client will become Players when they reach the `Play` state
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/// Client will become Players when they reach the `Play` state
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pub struct Client {
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pub struct Client {
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/// The client's game profile information.
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/// The client's game profile information.
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@ -123,7 +123,7 @@ impl Entity {
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/// Kills the Entity
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/// Kills the Entity
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///
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///
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/// This is simliar to `kill` but Spawn Particles, Animation and plays death sound
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/// This is similar to `kill` but Spawn Particles, Animation and plays death sound
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pub fn kill(&self) {
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pub fn kill(&self) {
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// Spawns death smoke particles
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// Spawns death smoke particles
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self.world
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self.world
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@ -237,7 +237,7 @@ impl Player {
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"Setting the same gamemode as already is"
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"Setting the same gamemode as already is"
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);
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);
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self.gamemode.store(gamemode);
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self.gamemode.store(gamemode);
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// So a little story time. I actually made an abitlties_from_gamemode function. I looked at vanilla and they always send the abilties from the gamemode. But the funny thing actually is. That the client
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// So a little story time. I actually made an abilties_from_gamemode function. I looked at vanilla and they always send the abilties from the gamemode. But the funny thing actually is. That the client
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// does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense
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// does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense
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self.entity
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self.entity
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.world
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.world
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@ -80,7 +80,7 @@ impl CachedStatus {
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}),
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}),
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description: config.motd.clone(),
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description: config.motd.clone(),
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favicon: icon,
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favicon: icon,
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enforece_secure_chat: false,
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enforce_secure_chat: false,
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}
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}
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}
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}
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@ -220,7 +220,7 @@ impl World {
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.client
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.client
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.send_packet(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0));
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.send_packet(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0));
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// Spawn in inital chunks
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// Spawn in initial chunks
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player_chunker::player_join(self, player.clone()).await;
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player_chunker::player_join(self, player.clone()).await;
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}
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}
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