Don't check for "chunk send" status because it is already sent during event fire
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@ -631,15 +631,11 @@ abstract class MatteryBlockEntity(p_155228_: BlockEntityType<*>, p_155229_: Bloc
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private fun recheckPlayer(player: ServerPlayer) {
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sometimeServer {
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if (player in players && !player.hasDisconnected()) {
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if (player.connection.chunkSender.isPending(chunkPos)) {
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recheckPlayer(player)
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} else {
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veto.remove(player)
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veto.remove(player)
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blockEntities.forEach {
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it.playerListUpdated = true
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it.synchronizeToPlayers(false)
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}
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blockEntities.forEach {
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it.playerListUpdated = true
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it.synchronizeToPlayers(false)
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}
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} else if (player in players && player.hasDisconnected()) {
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unsubscribe(player)
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