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Setting the value for Player.pos somehow resets the rotationYaw #193

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mkarneim opened this issue Aug 5, 2018 · 2 comments
Closed

Setting the value for Player.pos somehow resets the rotationYaw #193

mkarneim opened this issue Aug 5, 2018 · 2 comments
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@mkarneim
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mkarneim commented Aug 5, 2018

The problem is that the players's rotation is somehow reseted to a previous value.
When I execute this code:

/lua for i=1,10 do 
  spell.owner.pos = spell.owner.pos+spell.owner.lookVec*2; 
  sleep(10);
end

and do look around by mouse, the vision is jumpy.

For comparison, the following code works just fine:

/lua for i=1,10 do 
  p=spell.owner.pos+spell.owner.lookVec*2; 
  spell:execute("tp %s %s %s %s",spell.owner.name, p.x,p.y,p.z);
  sleep(10); 
end
@mkarneim mkarneim added the bug label Aug 5, 2018
@Adrodoc
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Adrodoc commented Aug 5, 2018

I can't reproduce this. I tried using a modded client (launched in debug mode) in single player and against a local server (also launched in debug mode) on 081d033 as well as a vanilla client against the red magic server on 1.12.2-2.1.0-SNAPSHOT.

@Adrodoc
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Adrodoc commented Aug 5, 2018

The only thing I can see that might be mistaken for a WOL bug is that you can get stuck in the ground which can cause a jumpy camera, but you can do that with both variants listed above if you look slightly downwards by executing /tp ~ ~ ~ ~ 0.01 before executing the Lua command.
But then again you can achieve this effect by standing on the ground and executing: /tp ~ ~-.001 ~

@Adrodoc Adrodoc self-assigned this Aug 5, 2018
mkarneim added a commit that referenced this issue Aug 6, 2018
Fix #193 - Setting the value for Player.pos somehow resets the rotationYaw
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