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Add spawn module #1

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Add spawn module #1

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ghost
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@ghost ghost commented Aug 30, 2015

Pretty interested in this, so thought I'd help out where I could. If this is up to standards, I'd be happy to create some other modules, perhaps some of the easier ones if you want to focus on the more complicated once. If you're not interested in pull requests, that's totally fine too.

@sk89q
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sk89q commented Aug 30, 2015

Looks good.

However if try to use the commands from console, you don't get any response. It would probably be best if you could use @Sender on EntityPlayerMP.

@wizjany
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wizjany commented Aug 30, 2015

The @Sender annotation already checks if the sender is of the correct type. https://github.com/SKCraft/Plume/blob/master/src/main/java/com/skcraft/plume/command/ForgeModule.java#L80-L85

edit: what, did a comment just disappear or something

@ghost
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ghost commented Aug 30, 2015

@wizjany Didn't thank anyone would notice, haha. I figured out the answer anyway. I looked at the teleport module at first and based the sender type off of that.

@sk89q
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sk89q commented Sep 1, 2015

Err I realized that this module doesn't actually change your spawn point.

Also, I was originally thinking about changing the world's spawn position.

@ghost
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ghost commented Sep 1, 2015

player.playerNetServerHandler.playerEntity = player; I looked at ForgeEssentials for this as I couldn't figure out why the player wasn't being sent to spawn. Is this what you meant?

@sk89q
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sk89q commented Sep 1, 2015

Oh wait nevermind. I didn't see PlayerRespawnEvent for some reason.

Does this get fired for when the first time a player joins the server?

@ghost
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ghost commented Sep 1, 2015

Hmm I don't think so, might need another way to tackle the initial spawn.

@sk89q
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sk89q commented Sep 1, 2015

In the mean time, I might just add a module to change the world spawn. It doesn't handle other dims of course.

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2 participants