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33 lines
2.1 KiB
Diff
33 lines
2.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: FriwiDev <friwidev@gmail.com>
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Date: Mon, 3 Oct 2022 18:16:30 +0200
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Subject: [PATCH] Fix nothing mlg
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The issue here is that when jumping and sneaking right before
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the end of a long fall, the client will send incorrect move
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packets resulting in a teleport back. Due to this, the move
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packet (impact) of the player will not be considered for fall
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damage. The following move packet to the impact packet will
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have a positive y-value again due to the player jumping,
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resulting in a fall damage reset.
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Solution: Apply fall damage also while moving wrongly, but
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supply the real values the player sent to the damage calculation.
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This will not have any real negative effect, as the
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doCheckFallDamage method is meant to be called repeatedly anyway.
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Mojira-ID: MC-255653
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diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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index 9eb921fec32afa360f3a402e978411fcf3ec618c..63c9040ed2349eec500ba6e9090440347c514a3b 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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@@ -1564,6 +1564,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
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}
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if (!this.player.noPhysics && !this.player.isSleeping() && teleportBack) { // Paper end - optimise out extra getCubes
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this.internalTeleport(d3, d4, d5, f, f1, Collections.emptySet(), false); // CraftBukkit - SPIGOT-1807: Don't call teleport event, when the client thinks the player is falling, because the chunks are not loaded on the client yet.
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+ this.player.doCheckFallDamage(this.player.getY() - prevY, packet.isOnGround()); // Paper - fix nothing mlg (sneaking and jumping before impact)
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} else {
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// CraftBukkit start - fire PlayerMoveEvent
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// Rest to old location first
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