Files
Purpur/patches/server/0121-Arrows-should-not-reset-despawn-counter.patch
BillyGalbreath 1d3f710297 Updated Upstream (Paper)
Upstream has released updates that appear to apply and compile correctly

Paper Changes:
840e72091 [CI-SKIP] [Auto] Rebuild Patches
a33232d4a Add beacon activation and deactivation events (#5121)
bc7ea673a Add internal channel initialization listeners (#5557)
b28ad17ac Check for world change in MoveEvent API methods
3095c7592 [Auto] Updated Upstream (CraftBukkit)
f56989c97 Add RespawnFlags to PlayerRespawnEvent (#5533)
7579c2667 Add more API to PlayerMoveEvent (#5553)
2021-04-30 16:18:11 -05:00

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1.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: William Blake Galbreath <Blake.Galbreath@GMail.com>
Date: Wed, 4 Nov 2020 13:12:50 -0600
Subject: [PATCH] Arrows should not reset despawn counter
This prevents keeping arrows alive indefinitely (such as when the block
the arrow is stuck in gets removed, like a piston head going up/down)
diff --git a/src/main/java/net/minecraft/world/entity/projectile/EntityArrow.java b/src/main/java/net/minecraft/world/entity/projectile/EntityArrow.java
index 3ee404effe339a5742926255da6a9c41d1bc9367..6f0a306449844dc50426202262219d0e952459cc 100644
--- a/src/main/java/net/minecraft/world/entity/projectile/EntityArrow.java
+++ b/src/main/java/net/minecraft/world/entity/projectile/EntityArrow.java
@@ -283,7 +283,7 @@ public abstract class EntityArrow extends IProjectile {
Vec3D vec3d = this.getMot();
this.setMot(vec3d.d((double) (this.random.nextFloat() * 0.2F), (double) (this.random.nextFloat() * 0.2F), (double) (this.random.nextFloat() * 0.2F)));
- this.despawnCounter = 0;
+ // this.despawnCounter = 0; // Purpur - do not reset despawn counter
}
@Override