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pc ClientboundSetPlayerTeamPacket is structured wrong #1037

@extremeheat

Description

@extremeheat

The structure might work by chance but the logic is wrong:

   # MC: ClientboundSetPlayerTeamPacket
   packet_teams:
      #TODO: this should be using a switch
      team: string
      mode: i8
      name: mode ?
         if 0: anonymousNbt
         if 2: anonymousNbt
         default: void
      friendlyFire: mode ?
         if 0: i8
         if 2: i8
         default: void
      nameTagVisibility: mode ?
         if 0: varint
         if 2: varint
         default: void
      collisionRule: mode ?
         if 0: varint
         if 2: varint
         default: void
      formatting: mode ?
         if 0: varint
         if 2: varint
         default: void
      prefix: mode ?
         if 0: anonymousNbt
         if 2: anonymousNbt
         default: void
      suffix: mode ?
         if 0: anonymousNbt
         if 2: anonymousNbt
         default: void
      players: mode ?
         if 0: string[]varint
         if 3: string[]varint
         if 4: string[]varint
         default: void

Likely affects many versions

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