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Don't immediately process player movement after teleports
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Goodlyay committed Mar 1, 2024
1 parent 06a2df9 commit 552e8fa
Showing 1 changed file with 3 additions and 2 deletions.
5 changes: 3 additions & 2 deletions MCGalaxy/Network/ClassicProtocol.cs
Original file line number Diff line number Diff line change
Expand Up @@ -389,8 +389,9 @@ void SendTeleportCore(bool absoluteSelf, byte[] packet, byte id, Position pos, O
Buffer.BlockCopy(pingPacket, 0, merged, packet.Length, pingPacket.Length);

Send(merged);
//Update server-side position and check MB/portals/zones
player.ProcessMovementCore(pos, rot.RotY, rot.HeadX, false);
// This shouldn't be called -- checking blocks can trigger other teleports leading to a stack overflow
// Update server-side position and check MB/portals/zones
// player.ProcessMovementCore(pos, rot.RotY, rot.HeadX, false);
}

public override void SendRemoveEntity(byte id) {
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