@@ -126,22 +126,13 @@ void handlePacket (int client_fd, int length, int packet_id, int state) {
126126 // Send full client spawn sequence
127127 spawnPlayer (player );
128128
129- // Prepare join message for broadcast
130- uint8_t player_name_len = strlen (player -> name );
131- strcpy ((char * )recv_buffer , player -> name );
132- strcpy ((char * )recv_buffer + player_name_len , " joined the game" );
133-
134- // Register all existing players and spawn their entities, and broadcast
135- // information about the joining player to all existing players.
129+ // Register all existing players and spawn their entities
136130 for (int i = 0 ; i < MAX_PLAYERS ; i ++ ) {
137131 if (player_data [i ].client_fd == -1 ) continue ;
138- if (player_data [i ].flags & 0x20 && player_data [i ].client_fd != client_fd ) continue ;
132+ // Note that this will also filter out the joining player
133+ if (player_data [i ].flags & 0x20 ) continue ;
139134 sc_playerInfoUpdateAddPlayer (client_fd , player_data [i ]);
140- sc_systemChat (player_data [i ].client_fd , (char * )recv_buffer , 16 + player_name_len );
141- if (player_data [i ].client_fd == client_fd ) continue ;
142- sc_playerInfoUpdateAddPlayer (player_data [i ].client_fd , * player );
143135 sc_spawnEntityPlayer (client_fd , player_data [i ]);
144- sc_spawnEntityPlayer (player_data [i ].client_fd , * player );
145136 }
146137
147138 // Send information about all other entities (mobs)
@@ -431,14 +422,9 @@ void handlePacket (int client_fd, int length, int packet_id, int state) {
431422 if (state == STATE_PLAY ) cs_playerInput (client_fd );
432423 break ;
433424
434- case 0x2B : { // Player Loaded
435- PlayerData * player ;
436- if (getPlayerData (client_fd , & player )) break ;
437- // Clear "client loading" flag and fallback timer
438- player -> flags &= ~0x20 ;
439- player -> flagval_16 = 0 ;
425+ case 0x2B :
426+ if (state == STATE_PLAY ) cs_playerLoaded (client_fd );
440427 break ;
441- }
442428
443429 case 0x34 :
444430 if (state == STATE_PLAY ) cs_setHeldItem (client_fd );
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