Oak

Results 64 comments of Oak

> `EntityPreTeleportEvent` The `EntityPreTeleportEvent` would likely be useful for the same reasons that `PlayerPreTeleportEvent` is useful, obviously would be even more niche scenarios but, would make sense to exist

In situations like this I wish there was an Immutable Location

Yeah, that works just thought it'd be handy for clarity

The `EntityTeleportEvent` doesn't have a TeleportCause so I don't see why `EntityPreTeleportEvent` should? Or am I misunderstanding?

What's left regarding actual implementation? It looks pretty complete

> Maybe I am just misunderstanding something but I don't really know why there is a `PlayerPreTeleportEvent` added. I have a plugin which makes use of the `PlayerTeleportEvent` and in...

> > The issue that this resolves is mentioned at the top of this PR: #10168 > > I mean, nevertheless, the name `PlayerPreTeleportEvent` is misleading then since the current...

It seems like both are used in Paper, as the purpose of the event is to prepare I agree that `PrepareTeleportEvent` sounds nicer but they both make sense to me....

> The intended solution for your case is to just use the `TeleportFlag.EntityState.RETAIN_PASSENGERS` flag. Why don't you want to use the specific flag for this case? Another solution to your...

A pre event would definitely work, presumably the content of the event would be mostly identical to that of the `PlayerTeleportEvent`? > The next question would be what methods we...