Reset prevMsg for message blocks when joining next world, fixes #168. (Thanks goodlyay)

This commit is contained in:
UnknownShadow200 2016-05-11 17:32:33 +10:00
parent 59c0019341
commit dc19ba8a00
2 changed files with 5 additions and 1 deletions

View File

@ -132,6 +132,7 @@ namespace MCGalaxy.Commands {
Entities.SpawnEntities(p, x, y, z, lvl.rotx, lvl.roty);
p.Loading = false;
CheckGamesJoin(p, oldLevel);
p.prevMsg = "";
bool showJoin = p.level.ShouldSaveChanges() || (oldLevel != null && oldLevel.ShouldSaveChanges());
if (!p.hidden && showJoin) {

View File

@ -125,7 +125,9 @@ namespace MCGalaxy.Games {
RoundStart = DateTime.UtcNow.AddSeconds(30);
if (!Running) return null;
SendLevelRaw("&4Starting in &f30 &4seconds", true);
Thread.Sleep(20000); if (!Running) return null;
Thread.Sleep(10000); if (!Running) return null;
SendLevelRaw("&4Starting in &f20 &4seconds", true);
Thread.Sleep(10000); if (!Running) return null;
SendLevelRaw("&4Starting in &f10 &4seconds", true);
Thread.Sleep(5000); if (!Running) return null;
SendLevelRaw("&4Starting in &f5 &4seconds", true);
@ -138,6 +140,7 @@ namespace MCGalaxy.Games {
Thread.Sleep(1000); if (!Running) return null;
SendLevelRaw("&4Starting in &f1 &4second", true);
Thread.Sleep(1000); if (!Running) return null;
SendLevelRaw("", true);
int nonRefPlayers = 0;
List<Player> players = new List<Player>();