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-- Minetest: builtin/static_spawn.lua
local function warn_invalid_static_spawnpoint()
if core.setting_get("static_spawnpoint") and
not core.setting_get_pos("static_spawnpoint") then
core.log('error', "The static_spawnpoint setting is invalid: \""..
core.setting_get("static_spawnpoint").."\"")
end
end
warn_invalid_static_spawnpoint()
local function put_player_in_spawn(obj)
warn_invalid_static_spawnpoint()
local static_spawnpoint = core.setting_get_pos("static_spawnpoint")
if not static_spawnpoint then
return false
end
core.log('action', "Moving "..obj:get_player_name()..
" to static spawnpoint at "..
core.pos_to_string(static_spawnpoint))
obj:setpos(static_spawnpoint)
return true
end
core.register_on_newplayer(function(obj)
put_player_in_spawn(obj)
end)
core.register_on_respawnplayer(function(obj)
return put_player_in_spawn(obj)
end)
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