Mirror von
https://github.com/PaperMC/Paper.git
synchronisiert 2024-12-14 18:40:10 +01:00
Ursprung
b89e6a0195
Commit
be8ac7acc3
@ -14,14 +14,14 @@ movement will load only the chunk the player enters anyways and avoids loading
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massive amounts of surrounding chunks due to large AABB lookups.
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massive amounts of surrounding chunks due to large AABB lookups.
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diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
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diff --git a/src/main/java/net/minecraft/server/players/PlayerList.java b/src/main/java/net/minecraft/server/players/PlayerList.java
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index 0d0b07c9199be9ca0d5ac3feb1d44f149ba69283..14fb62dedabf2d858bea1877c2e28d1a7b6f5be4 100644
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index 0d0b07c9199be9ca0d5ac3feb1d44f149ba69283..1aa8b914e79c0d48094cc22df60ee9750ec3ccd6 100644
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--- a/src/main/java/net/minecraft/server/players/PlayerList.java
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--- a/src/main/java/net/minecraft/server/players/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/players/PlayerList.java
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@@ -865,6 +865,7 @@ public abstract class PlayerList {
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@@ -865,6 +865,7 @@ public abstract class PlayerList {
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Vec3 vec3d = dimensiontransition.pos();
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Vec3 vec3d = dimensiontransition.pos();
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entityplayer1.forceSetPositionRotation(vec3d.x, vec3d.y, vec3d.z, dimensiontransition.yRot(), dimensiontransition.xRot());
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entityplayer1.forceSetPositionRotation(vec3d.x, vec3d.y, vec3d.z, dimensiontransition.yRot(), dimensiontransition.xRot());
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+ worldserver.getChunkSource().addRegionTicket(net.minecraft.server.level.TicketType.POST_TELEPORT, new net.minecraft.world.level.ChunkPos(location.getBlockX() >> 4, location.getBlockZ() >> 4), 1, entityplayer.getId()); // Paper
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+ worldserver.getChunkSource().addRegionTicket(net.minecraft.server.level.TicketType.POST_TELEPORT, new net.minecraft.world.level.ChunkPos(net.minecraft.util.Mth.floor(vec3d.x()) >> 4, net.minecraft.util.Mth.floor(vec3d.z()) >> 4), 1, entityplayer.getId()); // Paper
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// CraftBukkit end
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// CraftBukkit end
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if (dimensiontransition.missingRespawnBlock()) {
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if (dimensiontransition.missingRespawnBlock()) {
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entityplayer1.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.NO_RESPAWN_BLOCK_AVAILABLE, 0.0F));
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entityplayer1.connection.send(new ClientboundGameEventPacket(ClientboundGameEventPacket.NO_RESPAWN_BLOCK_AVAILABLE, 0.0F));
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