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authorBjarne Koll <[email protected]>2024-07-12 09:47:50 +0200
committerGitHub <[email protected]>2024-07-12 09:47:50 +0200
commit70ff1ec0793d2176915e8da3e3ef100093d5bedf (patch)
tree57467a6388b010bd6d0ba4620270fed8be3d97e7 /patches/server/0991-Moonrise-optimisation-patches.patch
parent2773dc484735a8ba9cd83354c76e733454f332d5 (diff)
downloadPaper-70ff1ec0793d2176915e8da3e3ef100093d5bedf.tar.gz
Paper-70ff1ec0793d2176915e8da3e3ef100093d5bedf.zip
Only skip damage tick if damage is unmodified zero (#11058)
Only skip the damage tick logic on player entities if the original damage was zero and was not modified by plugins down the line. This way all the following three scenarios trigger the damage tick a) vanilla damage was 0, plugin set it to non zero b) vanilla damage was non zero, plugin did not modify it c) vanilla damage was non zero, plugin set it to zero. Regarding case c, the argument here is that EntityDamageEvent#setDamage should not modify the damage tick logic.
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