okx-code
okx-code
@nikammerlaan I was wondering if you've seen this yet?
The problem looks like it is because the client never sends any movement packets that would cause the boat to collide, which never triggers the server's collision code and therefore...
@lynxplay Just run into this issue myself, perhaps a PreEntityDamageEvent could be added to mean an event where damage can be modified, but it's not guaranteed to be actually applied?...
Can we close this now?
The armour damage issue was fixed here, https://github.com/PaperMC/Paper/pull/12190/files#diff-3991edc9191addaab9f9701589f8fb4a05001c6f3c9ce1f51d22001f8de805caR1126 I tried reproducing the issue with the code provided and I couldn't reproduce on build #185 which was this PR, while I...
Yes, it should fail.
I don't think that storing data on the player would be nearly as effective. The resizing of the BitSet is effectively a non-issue - we can represent the state for...
I opted for a HashMap here as it keeps the constructor signature the same and reduces the maintenance burden. We are already skipping the bit set lookup if the items...
I've changed the code to use an integer index similar to your pastebin suggestion and I've also made the calculation lazy for each entity.
Yeah that's not a bad way to do it, but you are calling `shouldFollow` potentially multiple times for the same player if they are not discarded.