-- 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)