mirror of
https://github.com/PaperMC/Paper.git
synced 2024-11-22 10:35:38 +01:00
49 lines
4.2 KiB
Diff
49 lines
4.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
|
From: TheMolkaPL <themolkapl@gmail.com>
|
|
Date: Sun, 21 Jun 2020 17:21:46 +0200
|
|
Subject: [PATCH] Fix interact event not being called sometimes
|
|
|
|
* Call PlayerInteractEvent when left-clicking on a block in adventure
|
|
mode.
|
|
* Call PlayerInteractEvent when left-clicking an Entity that is out of
|
|
range in adventure/survival (entity reach is 3.0).
|
|
|
|
Co-authored-by: Moulberry <james.jenour@protonmail.com>
|
|
|
|
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
|
|
index bca6e44c6a6584be2537d8be1279497b3394c447..0254ca5ed57de292ecd17900bb4f3d2874e12556 100644
|
|
--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
|
|
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
|
|
@@ -1785,7 +1785,7 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl
|
|
} else if (enuminteractionresult instanceof InteractionResult.Success) {
|
|
InteractionResult.Success enuminteractionresult_d = (InteractionResult.Success) enuminteractionresult;
|
|
|
|
- if (enuminteractionresult_d.swingSource() == InteractionResult.SwingSource.SERVER) {
|
|
+ if (enuminteractionresult_d.swingSource() == InteractionResult.SwingSource.SERVER && !this.player.gameMode.interactResult) {
|
|
this.player.swing(enumhand, true);
|
|
}
|
|
}
|
|
@@ -2409,13 +2409,20 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl
|
|
double d3 = Math.max(this.player.blockInteractionRange(), this.player.entityInteractionRange());
|
|
// SPIGOT-5607: Only call interact event if no block or entity is being clicked. Use bukkit ray trace method, because it handles blocks and entities at the same time
|
|
// SPIGOT-7429: Make sure to call PlayerInteractEvent for spectators and non-pickable entities
|
|
- org.bukkit.util.RayTraceResult result = this.player.level().getWorld().rayTrace(origin, origin.getDirection(), d3, org.bukkit.FluidCollisionMode.NEVER, false, 0.1, entity -> {
|
|
+ org.bukkit.util.RayTraceResult result = this.player.level().getWorld().rayTrace(origin, origin.getDirection(), d3, org.bukkit.FluidCollisionMode.NEVER, false, 0.0, entity -> { // Paper - Call interact event; change raySize from 0.1 to 0.0
|
|
Entity handle = ((CraftEntity) entity).getHandle();
|
|
return entity != this.player.getBukkitEntity() && this.player.getBukkitEntity().canSee(entity) && !handle.isSpectator() && handle.isPickable() && !handle.isPassengerOfSameVehicle(this.player);
|
|
});
|
|
if (result == null) {
|
|
CraftEventFactory.callPlayerInteractEvent(this.player, Action.LEFT_CLICK_AIR, this.player.getInventory().getSelected(), InteractionHand.MAIN_HAND);
|
|
- }
|
|
+ } else { // Paper start - Call interact event
|
|
+ GameType gameType = this.player.gameMode.getGameModeForPlayer();
|
|
+ if (gameType == GameType.ADVENTURE && result.getHitBlock() != null) {
|
|
+ CraftEventFactory.callPlayerInteractEvent(this.player, Action.LEFT_CLICK_BLOCK, ((org.bukkit.craftbukkit.block.CraftBlock) result.getHitBlock()).getPosition(), org.bukkit.craftbukkit.block.CraftBlock.blockFaceToNotch(result.getHitBlockFace()), this.player.getInventory().getSelected(), InteractionHand.MAIN_HAND);
|
|
+ } else if (gameType != GameType.CREATIVE && result.getHitEntity() != null && origin.toVector().distanceSquared(result.getHitPosition()) > this.player.entityInteractionRange() * this.player.entityInteractionRange()) {
|
|
+ CraftEventFactory.callPlayerInteractEvent(this.player, Action.LEFT_CLICK_AIR, this.player.getInventory().getSelected(), InteractionHand.MAIN_HAND);
|
|
+ }
|
|
+ } // Paper end - Call interact event
|
|
|
|
// Arm swing animation
|
|
PlayerAnimationEvent event = new PlayerAnimationEvent(this.getCraftPlayer(), (packet.getHand() == InteractionHand.MAIN_HAND) ? PlayerAnimationType.ARM_SWING : PlayerAnimationType.OFF_ARM_SWING);
|