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Ignore session reset if player doesn't move a block.
So technically we do this block check in Session#testMoveTo, but the /wg flushstates command can force a session re-initialization even if the player hasn't moved a full block yet. The amount of logic going on between the event call and the point where we test that force boolean is rather lengthy though, so ignoring it for the time being may be worth it. TL;DR: Don't want WG in timings for PlayerMoveEvent needlessly.
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@ -77,6 +77,14 @@ public void onVehicleEnter(VehicleEnterEvent event) {
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@EventHandler(priority = EventPriority.HIGH)
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public void onPlayerMove(PlayerMoveEvent event) {
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Location from = event.getFrom();
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Location to = event.getTo();
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if (from.getBlockX() == to.getBlockX()
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&& from.getBlockY() == to.getBlockY()
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&& from.getBlockZ() == to.getBlockZ()) {
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return;
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}
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final Player player = event.getPlayer();
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LocalPlayer localPlayer = plugin.wrapPlayer(player);
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@ -89,15 +97,15 @@ public void onPlayerMove(PlayerMoveEvent event) {
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} else if (event.getPlayer().getVehicle() != null && event.getPlayer().getVehicle() instanceof Horse) {
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moveType = MoveType.RIDE;
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}
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com.sk89q.worldedit.util.Location weLocation = session.testMoveTo(localPlayer, BukkitAdapter.adapt(event.getTo()), moveType);
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com.sk89q.worldedit.util.Location weLocation = session.testMoveTo(localPlayer, BukkitAdapter.adapt(to), moveType);
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if (weLocation != null) {
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final Location override = BukkitAdapter.adapt(weLocation);
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override.setX(override.getBlockX() + 0.5);
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override.setY(override.getBlockY());
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override.setZ(override.getBlockZ() + 0.5);
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override.setPitch(event.getTo().getPitch());
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override.setYaw(event.getTo().getYaw());
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override.setPitch(to.getPitch());
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override.setYaw(to.getYaw());
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event.setTo(override.clone());
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