2019-08-19 01:40:04 +02:00
|
|
|
From d8a7240ae87dc130e4e1db3cf1e65e79d9da2a88 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
|
|
|
|
index ff520d9e86..318a470eea 100644
|
|
|
|
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
|
|
|
|
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
|
|
|
|
@@ -557,4 +557,9 @@ public class PaperWorldConfig {
|
|
|
|
}
|
|
|
|
log("Anti-Xray: " + (antiXray ? "enabled" : "disabled") + " / Engine Mode: " + engineMode.getDescription() + " / Chunk Edge Mode: " + chunkEdgeMode.getDescription() + " / Up to " + ((maxChunkSectionIndex + 1) * 16) + " blocks / Update Radius: " + updateRadius);
|
|
|
|
}
|
|
|
|
+
|
|
|
|
+ public boolean disableRelativeProjectileVelocity;
|
|
|
|
+ private void disableRelativeProjectileVelocity() {
|
|
|
|
+ disableRelativeProjectileVelocity = getBoolean("game-mechanics.disable-relative-projectile-velocity", false);
|
|
|
|
+ }
|
|
|
|
}
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/EntityArrow.java b/src/main/java/net/minecraft/server/EntityArrow.java
|
2019-08-05 18:35:40 +02:00
|
|
|
index a9575d310b..5f3e1ccb4e 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/net/minecraft/server/EntityArrow.java
|
|
|
|
+++ b/src/main/java/net/minecraft/server/EntityArrow.java
|
|
|
|
@@ -85,7 +85,7 @@ public abstract class EntityArrow extends Entity implements IProjectile {
|
|
|
|
float f7 = MathHelper.cos(f1 * 0.017453292F) * MathHelper.cos(f * 0.017453292F);
|
|
|
|
|
|
|
|
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
|
|
|
|
- this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z));
|
|
|
|
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(entity.getMot().x, entity.onGround ? 0.0D : entity.getMot().y, entity.getMot().z)); // Paper - allow disabling relative velocity
|
|
|
|
}
|
|
|
|
|
|
|
|
@Override
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/EntityProjectile.java b/src/main/java/net/minecraft/server/EntityProjectile.java
|
|
|
|
index 18d28a151a..bd4ca73f6d 100644
|
|
|
|
--- a/src/main/java/net/minecraft/server/EntityProjectile.java
|
|
|
|
+++ b/src/main/java/net/minecraft/server/EntityProjectile.java
|
|
|
|
@@ -43,7 +43,7 @@ public abstract class EntityProjectile extends Entity implements IProjectile {
|
|
|
|
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
|
|
|
|
Vec3D vec3d = entity.getMot();
|
|
|
|
|
|
|
|
- this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z));
|
|
|
|
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(vec3d.x, entity.onGround ? 0.0D : vec3d.y, vec3d.z)); // Paper - allow disabling relative velocity
|
|
|
|
}
|
|
|
|
|
|
|
|
@Override
|
|
|
|
--
|
2019-08-19 01:40:04 +02:00
|
|
|
2.22.1
|
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
|
|
|
|