diff --git a/pumpkin/src/entity/player.rs b/pumpkin/src/entity/player.rs index 22a394c41..e83c1ef5d 100644 --- a/pumpkin/src/entity/player.rs +++ b/pumpkin/src/entity/player.rs @@ -900,7 +900,7 @@ impl Player { // Try positions around the bed based on facing direction // Vanilla tries multiple offset patterns; we use a simplified version if let Some(spawn_pos) = - Self::find_bed_spawn_position(world, pos, facing, respawn_point.yaw).await + Self::find_bed_spawn_position(&world, pos, facing, respawn_point.yaw).await { return Some(CalculatedRespawnPoint { position: spawn_pos, @@ -925,7 +925,7 @@ impl Player { } // Try positions around the anchor - if let Some(spawn_pos) = Self::find_anchor_spawn_position(world, pos).await { + if let Some(spawn_pos) = Self::find_anchor_spawn_position(&world, pos).await { // Decrement charges after successful respawn position found let new_charges = charges - 1; let mut new_props = anchor_props; diff --git a/pumpkin/src/world/mod.rs b/pumpkin/src/world/mod.rs index 63e4b0d58..d265c1706 100644 --- a/pumpkin/src/world/mod.rs +++ b/pumpkin/src/world/mod.rs @@ -1980,7 +1980,7 @@ impl World { .chunk_manager .lock() .await - .change_world(&self.level, &new_world.level); + .change_world(&self.level, new_world.clone()); // Unload watched chunks from current world player.unload_watched_chunks(self).await;