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Reset prevMsg for message blocks when joining next world, fixes #168. (Thanks goodlyay)
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@ -132,6 +132,7 @@ namespace MCGalaxy.Commands {
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Entities.SpawnEntities(p, x, y, z, lvl.rotx, lvl.roty);
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p.Loading = false;
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CheckGamesJoin(p, oldLevel);
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p.prevMsg = "";
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bool showJoin = p.level.ShouldSaveChanges() || (oldLevel != null && oldLevel.ShouldSaveChanges());
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if (!p.hidden && showJoin) {
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@ -125,7 +125,9 @@ namespace MCGalaxy.Games {
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RoundStart = DateTime.UtcNow.AddSeconds(30);
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if (!Running) return null;
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SendLevelRaw("&4Starting in &f30 &4seconds", true);
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Thread.Sleep(20000); if (!Running) return null;
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Thread.Sleep(10000); if (!Running) return null;
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SendLevelRaw("&4Starting in &f20 &4seconds", true);
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Thread.Sleep(10000); if (!Running) return null;
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SendLevelRaw("&4Starting in &f10 &4seconds", true);
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Thread.Sleep(5000); if (!Running) return null;
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SendLevelRaw("&4Starting in &f5 &4seconds", true);
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@ -138,6 +140,7 @@ namespace MCGalaxy.Games {
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Thread.Sleep(1000); if (!Running) return null;
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SendLevelRaw("&4Starting in &f1 &4second", true);
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Thread.Sleep(1000); if (!Running) return null;
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SendLevelRaw("", true);
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int nonRefPlayers = 0;
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List<Player> players = new List<Player>();
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