Paper/patches/server/0554-Fix-interact-event-not-being-called-in-adventure.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: TheMolkaPL <themolkapl@gmail.com>
Date: Sun, 21 Jun 2020 17:21:46 +0200
Subject: [PATCH] Fix interact event not being called in adventure
Call PlayerInteractEvent when left-clicking on a block in adventure mode
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index bdab60032896ad24add7d2efb49db07a1793670a..0840813bf89eb5d51f9dae02d5100ea9ba3de928 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -1852,7 +1852,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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MutableComponent ichatmutablecomponent = Component.translatable("build.tooHigh", i - 1).withStyle(ChatFormatting.RED);
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this.player.sendSystemMessage(ichatmutablecomponent, true);
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- } else if (enuminteractionresult.shouldSwing()) {
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+ } else if (enuminteractionresult.shouldSwing() && !this.player.gameMode.interactResult) { // Paper
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this.player.swing(enumhand, true);
}
}
@@ -2606,7 +2606,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
// SPIGOT-5607: Only call interact event if no block or entity is being clicked. Use bukkit ray trace method, because it handles blocks and entities at the same time
org.bukkit.util.RayTraceResult result = this.player.level.getWorld().rayTrace(origin, origin.getDirection(), d3, org.bukkit.FluidCollisionMode.NEVER, false, 0.1, entity -> entity != this.player.getBukkitEntity());
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- if (result == null) {
+ if (result == null || this.player.gameMode.getGameModeForPlayer() == GameType.ADVENTURE) { // Paper - call PlayerInteractEvent when left-clicking on a block in adventure mode
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CraftEventFactory.callPlayerInteractEvent(this.player, Action.LEFT_CLICK_AIR, this.player.getInventory().getSelected(), InteractionHand.MAIN_HAND);
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}