mirror of
https://github.com/PurpurMC/Purpur.git
synced 2026-02-20 18:07:43 +01:00
Upstream has released updates that appear to apply and compile correctly Paper Changes: 7232d8f2a EntityLoadCrossbowEvent#shouldConsumeItem 4740bd6c8 Mark PlayerInventory#getItem as nullable bd9ace578 Add a config option to limit the number of entities of each type to load/save in a chunk (#4792) 6bafeb5a9 Move logic from last patch into correct place 9668118fd disable entity ticking flag after watchdog obliteration
22 lines
1.1 KiB
Diff
22 lines
1.1 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/server/EntityArrow.java b/src/main/java/net/minecraft/server/EntityArrow.java
|
|
index 7f89b269e37e1046a64c62e1db2a37e6aa4cd54c..5ec8c9484de64b956ec31b578a2a337340d70339 100644
|
|
--- a/src/main/java/net/minecraft/server/EntityArrow.java
|
|
+++ b/src/main/java/net/minecraft/server/EntityArrow.java
|
|
@@ -243,7 +243,7 @@ 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
|