From daed75b8a18ebff56e89ca66c812f8db57f7635b Mon Sep 17 00:00:00 2001 From: Sylvessa <225480449+sylvessa@users.noreply.github.com> Date: Mon, 23 Mar 2026 20:11:37 -0500 Subject: [PATCH] make handleParticleEvent actually parse the particle type instead of hardcoding hearts (#1399) --- Minecraft.Client/ClientConnection.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/Minecraft.Client/ClientConnection.cpp b/Minecraft.Client/ClientConnection.cpp index 325e949b..a80af5d2 100644 --- a/Minecraft.Client/ClientConnection.cpp +++ b/Minecraft.Client/ClientConnection.cpp @@ -4036,6 +4036,8 @@ void ClientConnection::handleSetPlayerTeamPacket(shared_ptr void ClientConnection::handleParticleEvent(shared_ptr packet) { + ePARTICLE_TYPE particleId = (ePARTICLE_TYPE)Integer::parseInt(packet->getName()); + for (int i = 0; i < packet->getCount(); i++) { double xVarience = random->nextGaussian() * packet->getXDist(); @@ -4045,10 +4047,6 @@ void ClientConnection::handleParticleEvent(shared_ptr pack double ya = random->nextGaussian() * packet->getMaxSpeed(); double za = random->nextGaussian() * packet->getMaxSpeed(); - // TODO: determine particle ID from name - assert(0); - ePARTICLE_TYPE particleId = eParticleType_heart; - level->addParticle(particleId, packet->getX() + xVarience, packet->getY() + yVarience, packet->getZ() + zVarience, xa, ya, za); } }