Remove redundant syncInventory on world change
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Ursprung
dd745e8842
Commit
23a94053b0
@ -473,13 +473,14 @@
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- worldserver.addEntity(entityplayer1);
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- this.players.add(entityplayer1);
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- this.j.put(entityplayer1.getUniqueID(), entityplayer1);
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- entityplayer1.syncInventory();
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+ if (!entityplayer.playerConnection.isDisconnected()) {
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+ worldserver.getPlayerChunkMap().addPlayer(entityplayer1);
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+ worldserver.addEntity(entityplayer1);
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+ this.players.add(entityplayer1);
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+ this.j.put(entityplayer1.getUniqueID(), entityplayer1);
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+ }
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entityplayer1.syncInventory();
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+ // entityplayer1.syncInventory();
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entityplayer1.setHealth(entityplayer1.getHealth());
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+ // Added from changeDimension
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+ updateClient(entityplayer); // Update health, etc...
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