use azalea_protocol::packets::game::s_client_command::{self, ServerboundClientCommand}; use bevy_app::{App, Plugin, Update}; use bevy_ecs::prelude::*; use super::packet::game::handle_outgoing_packets; use crate::packet::game::SendPacketEvent; /// Tell the server that we're respawning. #[derive(Event, Debug, Clone)] pub struct PerformRespawnEvent { pub entity: Entity, } /// A plugin that makes [`PerformRespawnEvent`] send the packet to respawn. pub struct RespawnPlugin; impl Plugin for RespawnPlugin { fn build(&self, app: &mut App) { app.add_event::() .add_systems(Update, perform_respawn.before(handle_outgoing_packets)); } } pub fn perform_respawn( mut events: EventReader, mut send_packets: EventWriter, ) { for event in events.read() { send_packets.send(SendPacketEvent::new( event.entity, ServerboundClientCommand { action: s_client_command::Action::PerformRespawn, }, )); } }