fix(SpawnHandler): player "break" after respawning
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1 changed files with 3 additions and 0 deletions
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@ -2778,6 +2778,9 @@ namespace TShockAPI
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return false;
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return false;
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}
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}
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// spawn the player before teleporting
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NetMessage.SendData((int)PacketTypes.PlayerSpawn, -1, args.Player.Index, null, args.Player.Index, (int)PlayerSpawnContext.ReviveFromDeath);
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// the player has not changed his spawnpoint yet, so we assert the server-saved spawnpoint
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// the player has not changed his spawnpoint yet, so we assert the server-saved spawnpoint
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// by teleporting the player instead of letting the game use the client's incorrect spawnpoint.
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// by teleporting the player instead of letting the game use the client's incorrect spawnpoint.
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TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force ssc teleport for {0} at ({1},{2})", args.Player.Name, args.TPlayer.SpawnX, args.TPlayer.SpawnY));
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TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force ssc teleport for {0} at ({1},{2})", args.Player.Name, args.TPlayer.SpawnX, args.TPlayer.SpawnY));
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