Makes a line of blocks.
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#include <protocol.h>
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uint8_t | packetID |
| | 14 (Client<->Server)
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uint8_t | playerID |
| | The ID of the player who made the block line.
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uint32_t | startXPosition |
| | The X position of the start point (left-to-right)
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uint32_t | startYPosition |
| | The Y position of the start point (forward-to-backward)
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uint32_t | startZPosition |
| | The Z position of the start point (up-to-down)
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uint32_t | endXPosition |
| | The X position of the end point (left-to-right)
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uint32_t | endYPosition |
| | The Y position of the end point (forward-to-backward)
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uint32_t | endZPosition |
| | The Z position of the end point (up-to-down)
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Makes a line of blocks.
- Todo
- document
- Piqueserver bug
- In commits before 0204ac0a1936af8a10b0f6af8b1896b8356a7fda, block lines can still be made if either the start, the end or both do not touch a surface. If the start point does not touch a surface, then the blocks will become "ghost blocks". These blocks only exist client-side and cannot be removed by anything other than a smart client, a reconnect, the spade's alt-dig, grenades, or the "toppling" feature. The end point can also not touch a surface, but this has no effect on whether or not the blocks become "ghost blocks".
- Piqueserver bug
- Commits before 0204ac0a1936af8a10b0f6af8b1896b8356a7fda have no or broken rapid-hack detection, making it possible to immediately build entire structures around the player with a size of 12x12x12. When combined with trusted teleportation and the above "ghost block" bug, a hacker can make nearly indestructible prisons around any player!
The documentation for this struct was generated from the following file: