Use a proper teleport for teleporting to entities in different
worlds.
Implementation improvements authored by Spottedleaf <Spottedleaf@users.noreply.github.com>
Validate that the target entity is valid and deny spectate
requests from frozen players.
Also, make sure the entity is spawned to the client before
sending the camera packet. If the entity isn't spawned clientside
when it receives the camera packet, then the client will not
spectate the target entity.
Co-authored-by: Spottedleaf <Spottedleaf@users.noreply.github.com>
This adds the ability to cancel the death events and to modify the sound
an entity makes when dying. (In cases were no sound should it will be
called with shouldPlaySound set to false allowing unsilencing of silent
entities)
It makes handling of entity deaths a lot nicer as you no longer need
to listen on the damage event and calculate if the entity dies yourself
to cancel the death which has the benefit of also receiving the dropped
items and experience which is otherwise only properly possible by using
internal code.
== AT ==
public net.minecraft.world.entity.LivingEntity getDeathSound()Lnet/minecraft/sounds/SoundEvent;
public net.minecraft.world.entity.LivingEntity getSoundVolume()F
This event can be used for when you want to exclude a certain player
from triggering monster spawns on a server.
Also a highly more effecient way to blanket block spawns in a world
== AT ==
public net.minecraft.network.chat.HoverEvent$ItemStackInfo item
public net.minecraft.network.chat.HoverEvent$ItemStackInfo count
public net.minecraft.network.chat.HoverEvent$ItemStackInfo components
public net.minecraft.network.chat.contents.TranslatableContents filterAllowedArguments(Ljava/lang/Object;)Lcom/mojang/serialization/DataResult;
Co-authored-by: zml <zml@stellardrift.ca>
Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
== AT ==
public net.minecraft.server.level.ServerChunkCache mainThread
public net.minecraft.server.level.ServerLevel chunkSource
public org.bukkit.craftbukkit.inventory.CraftItemStack handle
public net.minecraft.server.level.ChunkMap getVisibleChunkIfPresent(J)Lnet/minecraft/server/level/ChunkHolder;
public net.minecraft.server.level.ServerChunkCache mainThreadProcessor
public net.minecraft.server.level.ServerChunkCache$MainThreadExecutor
public net.minecraft.world.level.chunk.LevelChunkSection states