Remove redundant syncInventory on world change

By: md_5 <git@md-5.net>
This commit is contained in:
CraftBukkit/Spigot
2016-03-06 16:25:50 +11:00
parent 1a382d5c02
commit 6a2a8d0d3f

View File

@@ -473,13 +473,14 @@
- worldserver.addEntity(entityplayer1); - worldserver.addEntity(entityplayer1);
- this.players.add(entityplayer1); - this.players.add(entityplayer1);
- this.j.put(entityplayer1.getUniqueID(), entityplayer1); - this.j.put(entityplayer1.getUniqueID(), entityplayer1);
- entityplayer1.syncInventory();
+ if (!entityplayer.playerConnection.isDisconnected()) { + if (!entityplayer.playerConnection.isDisconnected()) {
+ worldserver.getPlayerChunkMap().addPlayer(entityplayer1); + worldserver.getPlayerChunkMap().addPlayer(entityplayer1);
+ worldserver.addEntity(entityplayer1); + worldserver.addEntity(entityplayer1);
+ this.players.add(entityplayer1); + this.players.add(entityplayer1);
+ this.j.put(entityplayer1.getUniqueID(), entityplayer1); + this.j.put(entityplayer1.getUniqueID(), entityplayer1);
+ } + }
entityplayer1.syncInventory(); + // entityplayer1.syncInventory();
entityplayer1.setHealth(entityplayer1.getHealth()); entityplayer1.setHealth(entityplayer1.getHealth());
+ // Added from changeDimension + // Added from changeDimension
+ updateClient(entityplayer); // Update health, etc... + updateClient(entityplayer); // Update health, etc...