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-rw-r--r--azalea-client/src/client.rs3
-rw-r--r--azalea-client/src/raw_connection.rs2
2 files changed, 3 insertions, 2 deletions
diff --git a/azalea-client/src/client.rs b/azalea-client/src/client.rs
index 1f8ebb53..37569d6b 100644
--- a/azalea-client/src/client.rs
+++ b/azalea-client/src/client.rs
@@ -721,8 +721,7 @@ impl Client {
/// `configuration` or `game` state.
///
/// For the components that are only present in the `game` state, see
-/// [`JoinedClientBundle`] and for the ones in the `configuration` state, see
-/// [`ConfigurationClientBundle`].
+/// [`JoinedClientBundle`].
#[derive(Bundle)]
pub struct LocalPlayerBundle {
pub raw_connection: RawConnection,
diff --git a/azalea-client/src/raw_connection.rs b/azalea-client/src/raw_connection.rs
index 50f41049..e3f35282 100644
--- a/azalea-client/src/raw_connection.rs
+++ b/azalea-client/src/raw_connection.rs
@@ -158,6 +158,8 @@ impl RawConnectionWriter {
/// Consume the [`ServerboundGamePacket`] queue and actually write the
/// packets to the server. It's like this so writing packets doesn't need to
/// be awaited.
+ ///
+ /// [`ServerboundGamePacket`]: azalea_protocol::packets::game::ServerboundGamePacket
pub async fn write_task(
self,
mut write_conn: RawWriteConnection,