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Fix item EAR ticks
Item entities only have their gravity ticked every 4 ticks when on ground. Fix that and also remove Spigot's arbitrary tick skipping. It's a terribly cheap way of getting extra performance that doesn't really work at all.
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@ -84,6 +84,15 @@
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this.xo = this.getX();
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this.yo = this.getY();
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@@ -162,7 +175,7 @@
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}
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}
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- if (!this.onGround() || this.getDeltaMovement().horizontalDistanceSqr() > 9.999999747378752E-6D || (this.tickCount + this.getId()) % 4 == 0) {
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+ if (!this.onGround() || this.getDeltaMovement().horizontalDistanceSqr() > 9.999999747378752E-6D || (this.tickCount + this.getId()) % 4 == 0) { // Paper - Diff on change; ActivationRange immunity
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this.move(MoverType.SELF, this.getDeltaMovement());
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this.applyEffectsFromBlocks();
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float f = 0.98F;
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@@ -188,9 +201,11 @@
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this.mergeWithNeighbours();
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}
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@ -234,7 +234,7 @@ public class ActivationRange
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public static boolean checkIfActive(Entity entity)
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{
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// Never safe to skip fireworks or item gravity
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if (entity instanceof FireworkRocketEntity || (entity instanceof ItemEntity && (entity.tickCount + entity.getId() + 1) % 4 == 0)) {
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if (entity instanceof FireworkRocketEntity || (entity instanceof ItemEntity && (entity.tickCount + entity.getId()) % 4 == 0)) { // Paper - Needed for item gravity, see ItemEntity tick
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return true;
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}
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@ -253,11 +253,8 @@ public class ActivationRange
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}
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isActive = true;
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}
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// Add a little performance juice to active entities. Skip 1/4 if not immune.
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} else if ( !entity.defaultActivationState && entity.tickCount % 4 == 0 && !ActivationRange.checkEntityImmunities( entity ) )
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{
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isActive = false;
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}
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// Paper - remove dumb tick skipping for active entities
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return isActive;
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}
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}
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