Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Lucavon <lucavonlp@gmail.com>
Date: Tue, 23 Jul 2019 20:29:20 -0500
Subject: [PATCH] Configurable projectile relative velocity
This patch adds an option "disable relative projectile velocity", which, when
nabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
P1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
P2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
P3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
diff --git a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
2020-05-06 11:48:49 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
--- a/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperWorldConfig.java
@@ -0,0 +0,0 @@ public class PaperWorldConfig {
2020-08-07 08:11:56 +02:00
Bukkit.getLogger().warning("You have enabled permission-based Anti-Xray checking - depending on your permission plugin, this may cause performance issues");
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
}
}
+
+ public boolean disableRelativeProjectileVelocity;
+ private void disableRelativeProjectileVelocity() {
+ disableRelativeProjectileVelocity = getBoolean("game-mechanics.disable-relative-projectile-velocity", false);
+ }
}
2021-03-16 08:19:45 +01:00
diff --git a/src/main/java/net/minecraft/world/entity/projectile/IProjectile.java b/src/main/java/net/minecraft/world/entity/projectile/IProjectile.java
2020-05-06 11:48:49 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
2021-03-16 08:19:45 +01:00
--- a/src/main/java/net/minecraft/world/entity/projectile/IProjectile.java
+++ b/src/main/java/net/minecraft/world/entity/projectile/IProjectile.java
2020-06-26 01:38:24 +02:00
@@ -0,0 +0,0 @@ public abstract class IProjectile extends Entity {
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
this.shoot((double) f5, (double) f6, (double) f7, f3, f4);
Vec3D vec3d = entity.getMot();
2020-06-26 01:38:24 +02:00
- this.setMot(this.getMot().add(vec3d.x, entity.isOnGround() ? 0.0D : vec3d.y, vec3d.z));
+ if (!entity.world.paperConfig.disableRelativeProjectileVelocity) this.setMot(this.getMot().add(vec3d.x, entity.isOnGround() ? 0.0D : vec3d.y, vec3d.z)); // Paper - allow disabling relative velocity
Add option to disable relative projectile velocity
Allows server owners to use 1.8 (and prior)'s projectile behavior
(ignored shooter's velocity when calculating projectile's velocity).
This patch adds an option "disable relative projectile velocity", which, when
enabled, will cause projectiles to ignore the shooter's current velocity,
like they did in Minecraft 1.8 and prior.
If a player is falling, for example, their shooting range will be drastically
reduced, as a downwards velocity is applied to the projectile. This prevents
players from saving themselves from falling off floating islands, for example,
as a thrown ender pearl will not make it back to the island, while it would
have in 1.8.
While this could easily be done with plugins, too, there are multiple problems:
1) If multiple plugins cancel the velocity by subtracting the shooter's velocity
from the projectile's velocity, the projectile's velocity would be different.
As there's no way to detect whether the projectile's velocity has already been
adjusted to ignore the player's velocity, plugins can't not do it if it's not
necessary.
2) I've noticed some inconsistencies, e.g. weird velocity when shooting while
using an elytra. Checking for those inconsistencies is possible, but not as
efficient as just not applying the velocity in the first place.
3) Solutions for 1) and especially 2) might not be future-proof, while this
server-internal fix makes this change future-proof.
2019-07-24 03:30:36 +02:00
}
2020-06-26 01:38:24 +02:00
protected void a(MovingObjectPosition movingobjectposition) {