11#include " SimulatedPlayerHelper.h"
22
33#include " mc/entity/components_json_legacy/NavigationComponent.h"
4- #include " mc/server/sim/LookAtIntent.h"
54#include " mc/server/sim/MoveInDirectionIntent.h"
65#include " mc/server/sim/MoveToPositionIntent.h"
76#include " mc/server/sim/NavigateToEntityIntent.h"
@@ -30,8 +29,7 @@ bool SimulatedPlayerHelper::simulateRespawn(SimulatedPlayer& player) {
3029}
3130
3231void SimulatedPlayerHelper::simulateLookAt (SimulatedPlayer& player, Actor& actor, sim::LookDuration lookType) {
33- auto intent = sim::lookAt (player, actor.getEntityContext (), lookType);
34- memcpy ((void *)&player.mLookAtIntent , &intent, sizeof (sim::LookAtIntent));
32+ player.mLookAtIntent = sim::lookAt (player, actor.getEntityContext (), lookType);
3533}
3634
3735void SimulatedPlayerHelper::simulateLookAt (
@@ -40,17 +38,15 @@ void SimulatedPlayerHelper::simulateLookAt(
4038 sim::LookDuration lookType
4139) {
4240 glm::vec3 vec3;
43- vec3.x = (float )blockPos.x + 0 .5f ;
44- vec3.y = (float )blockPos.y + 0 .5f ;
45- vec3.z = (float )blockPos.z + 0 .5f ;
46- auto intent = sim::lookAt (player, vec3, lookType);
47- memcpy ((void *)&player.mLookAtIntent , &intent, sizeof (sim::LookAtIntent));
41+ vec3.x = (float )blockPos.x + 0 .5f ;
42+ vec3.y = (float )blockPos.y + 0 .5f ;
43+ vec3.z = (float )blockPos.z + 0 .5f ;
44+ player.mLookAtIntent = sim::lookAt (player, vec3, lookType);
4845}
4946
5047void SimulatedPlayerHelper::simulateLookAt (SimulatedPlayer& player, Vec3 const & pos, sim::LookDuration lookType) {
5148 glm::vec3 vec3 (pos.x , pos.y , pos.z );
52- auto intent = sim::lookAt (player, vec3, lookType);
53- memcpy ((void *)&player.mLookAtIntent , &intent, sizeof (sim::LookAtIntent));
49+ player.mLookAtIntent = sim::lookAt (player, vec3, lookType);
5450}
5551
5652bool SimulatedPlayerHelper::simulateUseItem (SimulatedPlayer& player, ItemStack& item) {
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