2020-05-06 11:48:49 +02:00
|
|
|
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
From: Lucavon <lucavonlp@gmail.com>
|
|
|
|
Date: Tue, 23 Jul 2019 20:29:20 -0500
|
|
|
|
Subject: [PATCH] Configurable projectile relative velocity
|
|
|
|
|
|
|
|
This patch adds an option "disable relative projectile velocity", which, when
|
|
|
|
nabled, will cause projectiles to ignore the shooter's current velocity,
|
|
|
|
like they did in Minecraft 1.8 and prior.
|
|
|
|
If a player is falling, for example, their shooting range will be drastically
|
|
|
|
reduced, as a downwards velocity is applied to the projectile. This prevents
|
|
|
|
players from saving themselves from falling off floating islands, for example,
|
|
|
|
as a thrown ender pearl will not make it back to the island, while it would
|
|
|
|
have in 1.8.
|
|
|
|
|
|
|
|
While this could easily be done with plugins, too, there are multiple problems:
|
|
|
|
P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
|
|
|
|
from the projectile's velocity, the projectile's velocity would be different.
|
|
|
|
As there's no way to detect whether the projectile's velocity has already been
|
|
|
|
adjusted to ignore the player's velocity, plugins can't not do it if it's not
|
|
|
|
necessary.
|
|
|
|
P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
|
|
|
|
using an elytra. Checking for those inconsistencies is possible, but not as
|
|
|
|
efficient as just not applying the velocity in the first place.
|
|
|
|
P3) Solutions for 1) and especially 2) might not be future-proof, while this
|
|
|
|
server-internal fix makes this change future-proof.
|
|
|
|
|
|
|
|
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
|
2020-06-26 14:04:38 +02:00
|
|
|
index 16727e92f591725c8f8cefb250b7ab8c64a19472..a6e68b2ab8890d9d2a842ca0a6b565a1831fed6b 100644
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
|
|
|
|
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
|
2020-06-26 14:04:38 +02:00
|
|
|
@@ -509,4 +509,9 @@ public class PaperWorldConfig {
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
}
|
2020-05-06 10:35:20 +02:00
|
|
|
log("Anti-Xray: " + (antiXray ? "enabled" : "disabled") + " / Engine Mode: " + engineMode.getDescription() + " / Up to " + ((maxChunkSectionIndex + 1) * 16) + " blocks / Update Radius: " + updateRadius);
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
}
|
|
|
|
+
|
|
|
|
+ public boolean disableRelativeProjectileVelocity;
|
|
|
|
+ private void disableRelativeProjectileVelocity() {
|
|
|
|
+ disableRelativeProjectileVelocity = getBoolean("game-mechanics.disable-relative-projectile-velocity", false);
|
|
|
|
+ }
|
|
|
|
}
|
2020-06-26 01:38:24 +02:00
|
|
|
diff --git a/src/main/java/net/minecraft/server/IProjectile.java b/src/main/java/net/minecraft/server/IProjectile.java
|
|
|
|
index ceecb0520a63d2eff5f4cadf45fa49f56eaea8dd..ecdc717b3013749ed2384a143d6b6eef07f6f642 100644
|
|
|
|
--- a/src/main/java/net/minecraft/server/IProjectile.java
|
|
|
|
+++ b/src/main/java/net/minecraft/server/IProjectile.java
|
|
|
|
@@ -114,7 +114,7 @@ public abstract class IProjectile extends Entity {
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
|
|
|
|
Vec3D vec3d = entity.getMot();
|
|
|
|
|
2020-06-26 01:38:24 +02:00
|
|
|
- this.setMot(this.getMot().add(vec3d.x, entity.isOnGround() ? 0.0D : vec3d.y, vec3d.z));
|
|
|
|
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(vec3d.x, entity.isOnGround() ? 0.0D : vec3d.y, vec3d.z)); // Paper - allow disabling relative velocity
|
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
|
|
|
}
|
|
|
|
|
2020-06-26 01:38:24 +02:00
|
|
|
protected void a(MovingObjectPosition movingobjectposition) {
|