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Fix villager infection chance not being handled properly (#9897)
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@ -8,7 +8,7 @@ This allows you to solve an issue in vanilla behavior where:
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* On normal difficulty they will have a 50% of getting infected or dying.
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diff --git a/src/main/java/net/minecraft/world/entity/monster/Zombie.java b/src/main/java/net/minecraft/world/entity/monster/Zombie.java
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index 2be074ecbc131b68574cf77ba9cab96424715522..4215c45aa1073b3c70eb58a06eb3dce26f389c90 100644
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index 39a508b2834e554e94d635abd0d4a549f317dee5..93ca1016806103fe688379c99afc57cb02635f65 100644
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--- a/src/main/java/net/minecraft/world/entity/monster/Zombie.java
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+++ b/src/main/java/net/minecraft/world/entity/monster/Zombie.java
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@@ -452,12 +452,8 @@ public class Zombie extends Monster {
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@ -21,8 +21,8 @@ index 2be074ecbc131b68574cf77ba9cab96424715522..4215c45aa1073b3c70eb58a06eb3dce2
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- if (world.getDifficulty() != Difficulty.HARD && this.random.nextBoolean()) {
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- return flag;
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- }
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+ final double fallbackChance = world.getDifficulty() == Difficulty.HARD ? 1d : world.getDifficulty() == Difficulty.NORMAL ? 0.5d : 0d; // Paper
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+ if (this.random.nextDouble() < world.paperConfig().entities.behavior.zombieVillagerInfectionChance.or(fallbackChance) && other instanceof Villager entityvillager) { // Paper
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+ final double fallbackChance = world.getDifficulty() == Difficulty.HARD ? 100d : world.getDifficulty() == Difficulty.NORMAL ? 50d : 0d; // Paper
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+ if (this.random.nextDouble() * 100 < world.paperConfig().entities.behavior.zombieVillagerInfectionChance.or(fallbackChance) && other instanceof Villager entityvillager) { // Paper
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// CraftBukkit start
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flag = Zombie.zombifyVillager(world, entityvillager, this.blockPosition(), this.isSilent(), CreatureSpawnEvent.SpawnReason.INFECTION) == null;
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}
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