From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: FriwiDev Date: Mon, 3 Oct 2022 18:16:30 +0200 Subject: [PATCH] Fix nothing mlg The issue here is that when jumping and sneaking right before the end of a long fall, the client will send incorrect move packets resulting in a teleport back. Due to this, the move packet (impact) of the player will not be considered for fall damage. The following move packet to the impact packet will have a positive y-value again due to the player jumping, resulting in a fall damage reset. Solution: Apply fall damage also while moving wrongly, but supply the real values the player sent to the damage calculation. This will not have any real negative effect, as the doCheckFallDamage method is meant to be called repeatedly anyway. Mojira-ID: MC-255653 diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java index fddd60ab705f548e54fc741ad9c5b13fde8c852d..d31a345edfffe39f127073fc3aec8b3489bae79c 100644 --- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java +++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java @@ -1564,6 +1564,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic } if (!this.player.noPhysics && !this.player.isSleeping() && teleportBack) { // Paper end - optimise out extra getCubes this.internalTeleport(d3, d4, d5, f, f1, Collections.emptySet(), false); // CraftBukkit - SPIGOT-1807: Don't call teleport event, when the client thinks the player is falling, because the chunks are not loaded on the client yet. + this.player.doCheckFallDamage(this.player.getY() - prevY, packet.isOnGround()); // Paper - fix nothing mlg (sneaking and jumping before impact) } else { // CraftBukkit start - fire PlayerMoveEvent // Rest to old location first