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Paper-Old/patches/server-unmapped/0141-Do-not-let-armorstands-drown.patch

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2021-06-11 14:02:28 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Zach Brown <zach.brown@destroystokyo.com>
Date: Sat, 18 Feb 2017 19:29:58 -0600
Subject: [PATCH] Do not let armorstands drown
diff --git a/src/main/java/net/minecraft/world/entity/EntityLiving.java b/src/main/java/net/minecraft/world/entity/EntityLiving.java
index dd9c51b28e32389429887e9c9cef0a554eff8a40..036577b0237e9c8a7ab22ede7477eefa1abecf96 100644
--- a/src/main/java/net/minecraft/world/entity/EntityLiving.java
+++ b/src/main/java/net/minecraft/world/entity/EntityLiving.java
@@ -338,6 +338,7 @@ public abstract class EntityLiving extends Entity {
super.a(d0, flag, iblockdata, blockposition);
}
+ public boolean canBreatheUnderwater() { return this.cM(); } // Paper - OBFHELPER
public boolean cM() {
return this.getMonsterType() == EnumMonsterType.UNDEAD;
}
@@ -381,7 +382,7 @@ public abstract class EntityLiving extends Entity {
if (this.isAlive()) {
if (this.a((Tag) TagsFluid.WATER) && !this.world.getType(new BlockPosition(this.locX(), this.getHeadY(), this.locZ())).a(Blocks.BUBBLE_COLUMN)) {
- if (!this.cM() && !MobEffectUtil.c(this) && !flag1) {
+ if (!this.canBreatheUnderwater() && !MobEffectUtil.c(this) && !flag1) { // Paper - use OBFHELPER so it can be overridden
this.setAirTicks(this.l(this.getAirTicks()));
if (this.getAirTicks() == -20) {
this.setAirTicks(0);
diff --git a/src/main/java/net/minecraft/world/entity/decoration/EntityArmorStand.java b/src/main/java/net/minecraft/world/entity/decoration/EntityArmorStand.java
index 2ef991aa7f739d3577fbbf4386064557e8f7c904..57e0ea95df34fab22d6c5868ab839d56a3fa85fc 100644
--- a/src/main/java/net/minecraft/world/entity/decoration/EntityArmorStand.java
+++ b/src/main/java/net/minecraft/world/entity/decoration/EntityArmorStand.java
@@ -872,5 +872,10 @@ public class EntityArmorStand extends EntityLiving {
super.move(moveType, vec3d);
}
}
+
+ @Override
+ public boolean canBreatheUnderwater() { // Skips a bit of damage handling code, probably a micro-optimization
+ return true;
+ }
// Paper end
}