Set Zombie lastTick at start of drowned conversion

Fixes GH-1887

Prior to this change, the lastTick value for zombies would be set to
their initial spawn tick. This caused the drowned conversion process to
immediately occur rather than observing the vanilla delay.

Easy fix, just make sure its set again when the process actually starts.

And no, this change has absolutely nothing to do with the other thing.
That's been fixed and remains fixed.
This commit is contained in:
Zach Brown 2019-03-04 02:25:22 -05:00
parent 814356359a
commit ffd51cbe2d
No known key found for this signature in database
GPG Key ID: CC9DA35FC5450B76

View File

@ -0,0 +1,22 @@
From 913bbe3923900c1c17b7bf62d8d1b4ba4e317ede Mon Sep 17 00:00:00 2001
From: Zach Brown <zach@zachbr.io>
Date: Mon, 4 Mar 2019 02:23:28 -0500
Subject: [PATCH] Set Zombie last tick at start of drowning process
Fixes GH-1887
diff --git a/src/main/java/net/minecraft/server/EntityZombie.java b/src/main/java/net/minecraft/server/EntityZombie.java
index 24bc3e0f0..bf2bed002 100644
--- a/src/main/java/net/minecraft/server/EntityZombie.java
+++ b/src/main/java/net/minecraft/server/EntityZombie.java
@@ -175,6 +175,7 @@ public class EntityZombie extends EntityMonster {
++this.bI;
if (this.bI >= 600) {
this.startDrownedConversion(300);
+ this.lastTick = MinecraftServer.currentTick; // Paper - Make sure this is set at start of process - GH-1887
}
} else {
this.bI = -1;
--
2.21.0