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Fix recursion with pathfind entity event
With the function overload, need to pass the entity through to the super call
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@ -19,7 +19,7 @@ index 3db41017c6690d4519564496edd8e7365b2f5a22..027eef4ace908147285c8d72b612d16e
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@Override
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@Override
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diff --git a/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java b/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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diff --git a/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java b/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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index 12564909abff7da4e5a4bb3d004a7ede2ffda12d..c0550a87dbc79090ccac8568186f22a49bb3837f 100644
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index 12564909abff7da4e5a4bb3d004a7ede2ffda12d..ac996b066415e461af1fcb71b19807401179c7f8 100644
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--- a/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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--- a/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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+++ b/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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+++ b/src/main/java/net/minecraft/world/entity/ai/navigation/GroundPathNavigation.java
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@@ -41,7 +41,7 @@ public class GroundPathNavigation extends PathNavigation {
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@@ -41,7 +41,7 @@ public class GroundPathNavigation extends PathNavigation {
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@ -40,7 +40,14 @@ index 12564909abff7da4e5a4bb3d004a7ede2ffda12d..c0550a87dbc79090ccac8568186f22a4
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}
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}
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while(blockPos.getY() < this.level.getMaxBuildHeight() && levelChunk.getBlockState(blockPos).isAir()) {
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while(blockPos.getY() < this.level.getMaxBuildHeight() && levelChunk.getBlockState(blockPos).isAir()) {
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@@ -69,14 +69,14 @@ public class GroundPathNavigation extends PathNavigation {
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@@ -63,20 +63,20 @@ public class GroundPathNavigation extends PathNavigation {
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}
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if (!levelChunk.getBlockState(target).isSolid()) {
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- return super.createPath(target, distance);
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+ return super.createPath(target, entity, distance); // Paper
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} else {
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BlockPos blockPos2;
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for(blockPos2 = target.above(); blockPos2.getY() < this.level.getMaxBuildHeight() && levelChunk.getBlockState(blockPos2).isSolid(); blockPos2 = blockPos2.above()) {
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for(blockPos2 = target.above(); blockPos2.getY() < this.level.getMaxBuildHeight() && levelChunk.getBlockState(blockPos2).isSolid(); blockPos2 = blockPos2.above()) {
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}
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}
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