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Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-11-15 12:30:06 +01:00
Paper/patches/server/0394-Don-t-run-entity-collision-code-if-not-needed.patch
Nassim Jahnke ef0e5a642d
Updated Upstream (Bukkit/CraftBukkit/Spigot)
Upstream has released updates that appear to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
9ae3f10f SPIGOT-3842: Add Player#fireworkBoost() and expand Firework API
48c0c547 PR-786: Add methods to get sounds from entities

CraftBukkit Changes:
5cc9c022a SPIGOT-7152: Handle hand item changing during air interact event
4ffa1acf6 SPIGOT-7154: Players get kicked when interacting with a conversation
4daa21123 SPIGOT-3842: Add Player#fireworkBoost() and expand Firework API
e5d6a9bbf PR-1100: Add methods to get sounds from entities
b7e9f1c8b SPIGOT-7146: Reduce use of Material switch in ItemMeta

Spigot Changes:
4c157bb4 Rebuild patches
2022-09-12 13:31:45 +02:00

31 Zeilen
1.6 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
Date: Wed, 15 Apr 2020 17:56:07 -0700
Subject: [PATCH] Don't run entity collision code if not needed
Will not run if max entity craming is disabled and
the max collisions per entity is less than or equal to 0
diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
index a5b532a6051f9313bb5042bf61712015768b5426..9a7d2b0d84ce422afa96b5c07c972e52c6ac00ed 100644
--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
@@ -3337,10 +3337,16 @@ public abstract class LivingEntity extends Entity {
protected void serverAiStep() {}
protected void pushEntities() {
+ // Paper start - don't run getEntities if we're not going to use its result
+ int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
+ if (i <= 0 && level.paperConfig().collisions.maxEntityCollisions <= 0) {
+ return;
+ }
+ // Paper end - don't run getEntities if we're not going to use its result
List<Entity> list = this.level.getEntities((Entity) this, this.getBoundingBox(), EntitySelector.pushableBy(this));
if (!list.isEmpty()) {
- int i = this.level.getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
+ // Paper - move up
int j;
if (i > 0 && list.size() > i - 1 && this.random.nextInt(4) == 0) {