Fix the utter mess that is spell property syncing (what was I thinking when I wrote this? and how did it ever work in the first place?!)

This fix is kinda cheating but I don't care, it works and it's certainly better than the mess that was there before
This commit is contained in:
Electroblob77
2021-01-01 23:26:24 +00:00
parent e19d324dca
commit 1ddcdafe50
3 changed files with 61 additions and 34 deletions
@@ -79,13 +79,13 @@ public final class WizardryEventHandler {
public static void onPlayerLoggedInEvent(PlayerLoggedInEvent event){
// When a player logs in, they are sent the glyph data, server settings and spell properties.
if(event.player instanceof EntityPlayerMP){
SpellGlyphData.get(event.player.world).sync((EntityPlayerMP)event.player);
SpellEmitterData.get(event.player.world).sync((EntityPlayerMP)event.player);
Wizardry.settings.sync((EntityPlayerMP)event.player);
syncAdvancements((EntityPlayerMP)event.player, false);
EntityPlayerMP player = (EntityPlayerMP)event.player;
SpellGlyphData.get(player.world).sync(player);
SpellEmitterData.get(player.world).sync(player);
Wizardry.settings.sync(player);
syncAdvancements(player, false);
Spell.syncProperties(player);
}
Spell.syncProperties(event.player);
}
@SubscribeEvent(priority = EventPriority.HIGH)