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As part of the multi-loader work, we unified some of our event listening code (0908acbe9bbb63d9c1be513d098e9a14d5bb68e3). This incorrectly caused client pocket computer state to be reset when the player changes dimension, rather than when the player (dis)connects. The server code isn't aware of this behaviour, and so does not resend pocket computer state when the player moves level. We could change this, but just fixing when we clear the pocket computer state is a much nicer fix! Fixes #2004