TonytheMacaroni
TonytheMacaroni
Fixes #10186. ~~Patch previously modified the power of the projectile, which actually controls how fast it accelerates. It now uses `AbstractHurtingProjectile#setDirection`, which also sets the power, but uses the default...
Adds a removal reason to `EntityRemoveFromWorldEvent`. The `RemovalReason` enum mirrors the NMS `Entity.RemovalReason`, except that the methods `shouldDestroy`/`shouldSave` are renamed to `willDestroy`/`willSave`. Due to the chunk system rewrite, unloaded entities...
### Expected behavior The `EntityDamageByEntityEvent` called for when a firework explodes and deals damage should return the firework for `#getDamager`. ### Observed/Actual behavior The owner of the exploding firework is...
Add pick API
Adds API to get if an entity is pickable, as well as its pick radius.
### Expected behavior Calling `ArmoredHorseInventory#setArmor` sets the body armor for horses/llamas. ### Observed/Actual behavior No effect. Armor isn't set for horses, decor item isn't set for llamas. ### Steps/models to...
Removed arbitrary restrictions in `CraftAreaEffectCloud`, `CraftArrow` and `CraftMetaPotion` that prevented adding multiple potion effects of the same type. There seems to be no such restriction in vanilla, and multiple effects...
- Adds overloads to `World#rayTrace` and `World#rayTraceBlocks` that take a `BlockCollisionMode`, instead of the boolean `ignorePassableBlocks`, to determine block collisions. - Add missing `FluidCollisionMode.WATER`. - Remove outdated javadocs on `World#rayTrace`...
### Expected behavior Cancelling `ProjectileHitEvent` for entity collisions should not prevent block collisions. ### Observed/Actual behavior Cancelling a `ProjectileHitEvent` fired for hitting an entity can cause arrows to phase through...
Adds `EntityEquipmentChangeEvent`, a more generic version of `PlayerArmorChangeEvent` that applies to the equipment changes of living entities. At the moment, the patch changes `PlayerArmorChangeEvent` to extend `EntityEquipmentChangeEvent`. I'm not sure...
This will not fix all of the many issues with stale entities and buff spells, but should prevent stale entities from causing issues with no magic zones.