MCGalaxy
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Make /reload place the spawnpoint at the world spawnpoint instead of where the player was.
Why?
Edit: I believe the reason the spawnpoint is changed is so that you can respawn in the world where you were before the reload happened. I originally thought that you wanted the player to be returned to the spawnpoint when reload occurs, which would have been a downgrade in my opinion.
Maybe a fix would be that after a reload happens, your spawn isn't changed, you're just teleported back to where you were.
I'd noticed this too and yes, the issue is that after a /reload
(or any other reload from drawing etc) the r
key in Classicube returns to the position you were at the last reload, not to the level spawn point.
To me it's unclear whether this is a MCGalaxy issue or a Classicube issue due to the complexity required to support SetSpawnpoint
and Entity packets (or their absence). I suspect that MCGalaxy should 'just' send the SetSpawnpoint
packet after the current map reload if it's allowed.
It's an MCGalaxy issue. Using SetSpawnpoint to reset the spawn to the real map's spawn sounds like a good solution. If the client doesn't support it, then they could instead still start at normal spawn then get teleported to where they were before.
Joining another world through a specific portal exit could also receive similar treatment, since right now there can be a noticeable delay before you teleport from spawn to the portal exit.
Same also applies for /restore