diff --git a/patches/server/Detail-more-information-in-watchdog-dumps.patch b/patches/server/Detail-more-information-in-watchdog-dumps.patch index ae25387d6f..7e0be52c44 100644 --- a/patches/server/Detail-more-information-in-watchdog-dumps.patch +++ b/patches/server/Detail-more-information-in-watchdog-dumps.patch @@ -169,7 +169,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000 this.setPos(this.getX() + movement.x, this.getY() + movement.y, this.getZ() + movement.z); } else { @@ -0,0 +0,0 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource { - return false; + this.level().getProfiler().pop(); } } + // Paper start - detailed watchdog information @@ -181,7 +181,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000 + // Paper end - detailed watchdog information } - protected boolean isHorizontalCollisionMinor(Vec3 adjustedMovement) { + private boolean isStateClimbable(BlockState state) { @@ -0,0 +0,0 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource { } diff --git a/patches/server/Highly-optimise-single-and-multi-AABB-VoxelShapes-an.patch b/patches/server/Highly-optimise-single-and-multi-AABB-VoxelShapes-an.patch index 90092599bd..053ec6a0ba 100644 --- a/patches/server/Highly-optimise-single-and-multi-AABB-VoxelShapes-an.patch +++ b/patches/server/Highly-optimise-single-and-multi-AABB-VoxelShapes-an.patch @@ -1273,32 +1273,6 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000 } - this.level().getProfiler().pop(); -- } -- } -- } -- -- private boolean isStateClimbable(BlockState state) { -- return state.is(BlockTags.CLIMBABLE) || state.is(Blocks.POWDER_SNOW); -- } -- -- private boolean vibrationAndSoundEffectsFromBlock(BlockPos pos, BlockState state, boolean playSound, boolean emitEvent, Vec3 movement) { -- if (state.isAir()) { -- return false; -- } else { -- boolean flag2 = this.isStateClimbable(state); -- -- if ((this.onGround() || flag2 || this.isCrouching() && movement.y == 0.0D || this.isOnRails()) && !this.isSwimming()) { -- if (playSound) { -- this.walkingStepSound(pos, state); -- } -- -- if (emitEvent) { -- this.level().gameEvent(GameEvent.STEP, this.position(), GameEvent.Context.of(this, state)); -- } -- -- return true; -- } else { -- return false; + this.level.getProfiler().pop(); } }