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5431509f72
Remove more fucked up stream conversions. Also use cached recipe in furnaces when possible, and only lookup when absolutely necessary. On a server with 8.8K furnaces, the average tick rate was ~0.3-1ms higher when furnaces were burning vs idle furnaces, as compared to ~10ms difference in earlier revisions of these patches.
20 lines
1.2 KiB
Diff
20 lines
1.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Ivan Pekov <ivan@mrivanplays.com>
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Date: Mon, 28 Sep 2020 16:23:11 +0300
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Subject: [PATCH] Respect rotation when respawning
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diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
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index 41fb2bcd6c4a2c99ff5f71d059c5485eaa3a6193..c097804cc19e88b8425b28a53d1258c929cf52b9 100644
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--- a/src/main/java/net/minecraft/server/PlayerList.java
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+++ b/src/main/java/net/minecraft/server/PlayerList.java
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@@ -814,7 +814,7 @@ public abstract class PlayerList {
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entityplayer1.setRespawnPosition(worldserver1.getDimensionKey(), blockposition, f, flag1, false);
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flag2 = !flag && flag3;
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isBedSpawn = true;
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- location = new Location(worldserver1.getWorld(), vec3d.x, vec3d.y, vec3d.z);
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+ location = new Location(worldserver1.getWorld(), vec3d.x, vec3d.y, vec3d.z, f1, 0.0F); // Yatopia - respect rotation
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} else if (blockposition != null) {
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entityplayer1.playerConnection.sendPacket(new PacketPlayOutGameStateChange(PacketPlayOutGameStateChange.a, 0.0F));
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}
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