fix player spawn stuff
This commit is contained in:
parent
208afe9a7e
commit
946d54b69e
6 changed files with 53 additions and 38 deletions
|
|
@ -164,7 +164,7 @@ namespace TShockAPI
|
|||
var lastTileY = args.Player.LastNetPosition.Y - 48;
|
||||
if (!args.Player.Teleport(lastTileX, lastTileY))
|
||||
{
|
||||
args.Player.Spawn();
|
||||
args.Player.Spawn(PlayerSpawnContext.RecallFromItem);
|
||||
}
|
||||
TShock.Log.ConsoleDebug("Bouncer / OnPlayerUpdate rejected from (??) {0}", args.Player.Name);
|
||||
args.Handled = true;
|
||||
|
|
|
|||
|
|
@ -2565,7 +2565,7 @@ namespace TShockAPI
|
|||
|
||||
private static void Home(CommandArgs args)
|
||||
{
|
||||
args.Player.Spawn();
|
||||
args.Player.Spawn(PlayerSpawnContext.RecallFromItem);
|
||||
args.Player.SendSuccessMessage("Teleported to your spawnpoint.");
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2662,7 +2662,7 @@ namespace TShockAPI
|
|||
if (type == 1 && TShock.Config.DisableDungeonGuardian)
|
||||
{
|
||||
args.Player.SendMessage("The Dungeon Guardian returned you to your spawn point", Color.Purple);
|
||||
args.Player.Spawn();
|
||||
args.Player.Spawn(PlayerSpawnContext.RecallFromItem);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
TShock, a server mod for Terraria
|
||||
Copyright (C) 2011-2019 Pryaxis & TShock Contributors
|
||||
|
||||
|
|
@ -18,6 +18,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
using System.IO;
|
||||
using System.IO.Streams;
|
||||
using Terraria;
|
||||
|
||||
namespace TShockAPI.Net
|
||||
{
|
||||
|
|
@ -28,15 +29,21 @@ namespace TShockAPI.Net
|
|||
get { return PacketTypes.PlayerSpawn; }
|
||||
}
|
||||
|
||||
public byte PlayerIndex { get; set; }
|
||||
public short TileX { get; set; }
|
||||
public short TileY { get; set; }
|
||||
public byte PlayerIndex { get; set; }
|
||||
public int RespawnTimer { get; set; }
|
||||
public PlayerSpawnContext PlayerSpawnContext { get; set; }
|
||||
|
||||
public override void Pack(Stream stream)
|
||||
{
|
||||
stream.WriteInt8(PlayerIndex);
|
||||
stream.WriteInt32(TileX);
|
||||
stream.WriteInt32(TileY);
|
||||
// stream.WriteInt16(TileX);
|
||||
// stream.WriteInt16(TileY);
|
||||
// stream.WriteInt32(RespawnTimer);
|
||||
// stream.WriteByte((byte) PlayerSpawnContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -297,7 +297,11 @@ namespace TShockAPI
|
|||
/// <summary>
|
||||
/// The player's respawn timer.
|
||||
/// </summary>
|
||||
public int RespawnTimer;
|
||||
public int RespawnTimer
|
||||
{
|
||||
get => TPlayer.respawnTimer;
|
||||
set => TPlayer.respawnTimer = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether the player is dead or not.
|
||||
|
|
@ -1164,15 +1168,15 @@ namespace TShockAPI
|
|||
/// <summary>
|
||||
/// Spawns the player at his spawn point.
|
||||
/// </summary>
|
||||
public void Spawn()
|
||||
public void Spawn(PlayerSpawnContext context, int? respawnTimer = null)
|
||||
{
|
||||
if (this.sX > 0 && this.sY > 0)
|
||||
{
|
||||
Spawn(this.sX, this.sY);
|
||||
Spawn(this.sX, this.sY, context, respawnTimer);
|
||||
}
|
||||
else
|
||||
{
|
||||
Spawn(TPlayer.SpawnX, TPlayer.SpawnY);
|
||||
Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1181,7 +1185,9 @@ namespace TShockAPI
|
|||
/// </summary>
|
||||
/// <param name="tilex">The X coordinate.</param>
|
||||
/// <param name="tiley">The Y coordinate.</param>
|
||||
public void Spawn(int tilex, int tiley)
|
||||
/// <param name="context">The PlayerSpawnContext.</param>
|
||||
/// <param name="respawnTimer">The respawn timer, will be Player.respawnTimer if parameter is null.</param>
|
||||
public void Spawn(int tilex, int tiley, PlayerSpawnContext context, int? respawnTimer = null)
|
||||
{
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
|
|
@ -1189,7 +1195,9 @@ namespace TShockAPI
|
|||
{
|
||||
PlayerIndex = (byte)Index,
|
||||
TileX = (short)tilex,
|
||||
TileY = (short)tiley
|
||||
TileY = (short)tiley,
|
||||
RespawnTimer = respawnTimer ?? TShock.Players[Index].TPlayer.respawnTimer,
|
||||
PlayerSpawnContext = context,
|
||||
};
|
||||
msg.PackFull(ms);
|
||||
SendRawData(ms.ToArray());
|
||||
|
|
|
|||
|
|
@ -1047,7 +1047,7 @@ namespace TShockAPI
|
|||
|
||||
if (player.RespawnTimer > 0 && --player.RespawnTimer == 0 && player.Difficulty != 2)
|
||||
{
|
||||
player.Spawn();
|
||||
player.Spawn(PlayerSpawnContext.ReviveFromDeath);
|
||||
}
|
||||
|
||||
if (!Main.ServerSideCharacter || (Main.ServerSideCharacter && player.IsLoggedIn))
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue