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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::<PerformRespawnEvent>()
.add_systems(Update, perform_respawn.before(handle_outgoing_packets));
}
}
pub fn perform_respawn(
mut events: EventReader<PerformRespawnEvent>,
mut send_packets: EventWriter<SendPacketEvent>,
) {
for event in events.read() {
send_packets.send(SendPacketEvent::new(
event.entity,
ServerboundClientCommand {
action: s_client_command::Action::PerformRespawn,
},
));
}
}
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