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SPIGOT-6399, SPIGOT-7344: Clarify collidable behavior for player entities
By: DerFrZocker <derrieple@gmail.com>
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@ -17,6 +17,8 @@ import org.bukkit.inventory.ItemStack;
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import org.bukkit.potion.PotionEffect;
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import org.bukkit.potion.PotionEffectType;
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import org.bukkit.projectiles.ProjectileSource;
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import org.bukkit.scoreboard.Scoreboard;
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import org.bukkit.scoreboard.Team;
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import org.bukkit.util.RayTraceResult;
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import org.bukkit.util.Vector;
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import org.jetbrains.annotations.NotNull;
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@ -561,6 +563,14 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
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* <p>
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* Exemptions to this rule can be managed with
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* {@link #getCollidableExemptions()}
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* <p>
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* Note that the client may predict the collision between itself and another
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* entity, resulting in this flag not working for player collisions. This
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* method should therefore only be used to set the collision status of
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* non-player entities.
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* <p>
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* To control player collisions, use {@link Team.Option#COLLISION_RULE} in
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* combination with a {@link Scoreboard} and a {@link Team}.
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*
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* @param collidable collision status
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*/
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@ -575,6 +585,15 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
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* Please note that this method returns only the custom collidable state,
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* not whether the entity is non-collidable for other reasons such as being
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* dead.
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* <p>
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* Note that the client may predict the collision between itself and another
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* entity, resulting in this flag not being accurate for player collisions.
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* This method should therefore only be used to check the collision status
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* of non-player entities.
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* <p>
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* To check the collision behavior for a player, use
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* {@link Team.Option#COLLISION_RULE} in combination with a
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* {@link Scoreboard} and a {@link Team}.
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*
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* @return collision status
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*/
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@ -592,6 +611,14 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
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* entity is in this set then it will still collide with it.
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* <p>
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* Note these exemptions are not (currently) persistent.
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* <p>
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* Note that the client may predict the collision between itself and another
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* entity, resulting in those exemptions not being accurate for player
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* collisions. This method should therefore only be used to exempt
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* non-player entities.
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* <p>
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* To exempt collisions for a player, use {@link Team.Option#COLLISION_RULE}
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* in combination with a {@link Scoreboard} and a {@link Team}.
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*
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* @return the collidable exemption set
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*/
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