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Paper/patches/server/0809-Fix-Entity-Position-Desync.patch
Nassim Jahnke 20503beee5
Remove guardian beam render issue workaround
Messing with game time sent to the client isn't worth the trouble whenever it may be used by the client now and in the future for such a small issue. Mojang, plz fix
2022-12-15 14:19:09 +01:00

24 Zeilen
1.4 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
Date: Thu, 23 Dec 2021 23:59:12 -0500
Subject: [PATCH] Fix Entity Position Desync
If entities were teleported in the first tick it would not be send to the client.
This excludes hanging entities, as this fix caused problematic behavior due to them having their own
position field.
diff --git a/src/main/java/net/minecraft/server/level/ServerEntity.java b/src/main/java/net/minecraft/server/level/ServerEntity.java
index 77443525e68fab0211ff48af12020ff0399ba6d0..190e9761087baec5827d722a8281f0ffb6798341 100644
--- a/src/main/java/net/minecraft/server/level/ServerEntity.java
+++ b/src/main/java/net/minecraft/server/level/ServerEntity.java
@@ -163,7 +163,7 @@ public class ServerEntity {
boolean flag2 = flag1 || this.tickCount % 60 == 0;
boolean flag3 = Math.abs(i - this.yRotp) >= 1 || Math.abs(j - this.xRotp) >= 1;
- if (this.tickCount > 0 || this.entity instanceof AbstractArrow) {
+ if (!(this.entity instanceof net.minecraft.world.entity.decoration.HangingEntity) || this.tickCount > 0 || this.entity instanceof AbstractArrow) { // Paper - Always update position
long k = this.positionCodec.encodeX(vec3d);
long l = this.positionCodec.encodeY(vec3d);
long i1 = this.positionCodec.encodeZ(vec3d);