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Remove spectator players' cameras when teleporting #13478
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| Original file line number | Diff line number | Diff line change |
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@@ -1317,7 +1317,19 @@ protected boolean teleport0(Location location, org.bukkit.event.player.PlayerTel | |
| return false; | ||
| } | ||
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| return super.teleport0(location, cause, flags); | ||
| Entity camera = this.getHandle().getCamera(); | ||
| this.getHandle().setCamera(null); | ||
| if (this.getHandle() != this.getHandle().getCamera()) { | ||
| // If the camera is not the player after setting, the stop spectating event was likely cancelled, so stop the teleport | ||
| return false; | ||
| } | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This kind of prompts additional conversation, but we may want to instead just have some kind of boolean on the set camera to ignore the canceling of those events. As there is a lot of places where this can occur and I don't really think we handle this logic at all (and instead just allow them to be teleported back a tick later or whatever) |
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| boolean teleported = super.teleport0(location, cause, flags); | ||
| if (!teleported) { | ||
| // If the teleport doesn't go through, restore the original camera | ||
| this.getHandle().setCamera(camera); | ||
| } | ||
| return teleported; | ||
| } | ||
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| @Override | ||
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It looks like in most cases (except one) where camera is reset it uses setCamera(self), so you may want to setCamera(this.getHandle())