Revert team creation for player collision setting

Needs more work, have redone it locally but its not quite ready for
prime time.
This commit is contained in:
Zach Brown 2016-08-31 19:22:43 -05:00
parent d8acf96e94
commit 8eb7f073d6
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@ -1,4 +1,4 @@
From d390a50649cfe946a9c281fd103e1ba6f5857a82 Mon Sep 17 00:00:00 2001
From be7abd3e82e2f0c81e607b6ea382fd6fd21dd897 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 13 Apr 2016 02:10:49 -0400
Subject: [PATCH] Configurable Player Collision
@ -31,24 +31,6 @@ index d8ec504..eb45d3c 100644
packetdataserializer.writeByte(this.g);
}
diff --git a/src/main/java/net/minecraft/server/PlayerList.java b/src/main/java/net/minecraft/server/PlayerList.java
index a41bc5f..9262ab8 100644
--- a/src/main/java/net/minecraft/server/PlayerList.java
+++ b/src/main/java/net/minecraft/server/PlayerList.java
@@ -241,6 +241,13 @@ public abstract class PlayerList {
public void sendScoreboard(ScoreboardServer scoreboardserver, EntityPlayer entityplayer) {
HashSet hashset = Sets.newHashSet();
Iterator iterator = scoreboardserver.getTeams().iterator();
+
+ // Paper start - Send a fake team to the client to initialize collision rule if no others exist
+ if (!com.destroystokyo.paper.PaperConfig.enablePlayerCollisions && !iterator.hasNext()) {
+ String teamName = org.apache.commons.lang3.StringUtils.left("collideRule_" + entityplayer.getWorld().random.nextInt(), 16);
+ entityplayer.playerConnection.sendPacket(new PacketPlayOutScoreboardTeam(new ScoreboardTeam(scoreboardserver, teamName), 0));
+ }
+ // Paper end
while (iterator.hasNext()) {
ScoreboardTeam scoreboardteam = (ScoreboardTeam) iterator.next();
--
2.9.2.windows.1
2.9.3