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authorBjarne Koll <[email protected]>2024-07-08 21:20:18 +0200
committerGitHub <[email protected]>2024-07-08 21:20:18 +0200
commit70b0e844767131681400b3dbace06c2dea13f87c (patch)
tree348a906a41e2dfc712c1899d5279100726051ed8 /patches/api/0469-Brigadier-based-command-API.patch
parent62ed302bf400a21b601bdb9382325eab31612f32 (diff)
downloadPaper-70b0e844767131681400b3dbace06c2dea13f87c.tar.gz
Paper-70b0e844767131681400b3dbace06c2dea13f87c.zip
Properly apply damage tick after absorption (#11043)
The logic in place to prevent players from processing a damage tick/knockback/etc when hit with 0 damage incorrectly used the damage events final damage value, which is reduced by absorption. Instead, use the event's "raw damage", e.g. the amount passed to hurt, in order to determine if the damage tick should be skipped. This still allows plugins to change the damage to a non-zero value and properly damage ticks the player in such a case, but correctly processes the damage tick in cases where the original damage is non zero but the actual damage is.
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