13
0
geforkt von Mirrors/Paper

[ci skip] Minor patch cleanup

Dieser Commit ist enthalten in:
Nassim Jahnke 2022-10-03 19:07:03 +02:00
Ursprung b483d1d056
Commit ad03c22822
2 geänderte Dateien mit 13 neuen und 4 gelöschten Zeilen

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@ -15,7 +15,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
}
+ // Paper start
+ if (Boolean.getBoolean("Paper.printStacktraceOnBadPluginClassAccess")) {
+ new Exception().printStackTrace();
+ (plugin != null ? plugin.getLogger() : loader.server.getLogger()).log(Level.WARNING, "Stacktrace", new Exception());
+ }
+ // Paper end
}

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@ -3,9 +3,18 @@ From: FriwiDev <friwidev@gmail.com>
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.
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.
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
@ -17,7 +26,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
}
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() - d6, packet.isOnGround()); // Paper - fix nothing mlg (sneaking and jumping before impact)
+ 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