2015-06-02 07:56:10 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Iceee <andrew@opticgaming.tv>
2016-03-01 00:09:49 +01:00
Date: Wed, 2 Mar 2016 01:39:52 -0600
2015-06-02 07:56:10 +02:00
Subject: [PATCH] Fix lag from explosions processing dead entities
diff --git a/src/main/java/net/minecraft/server/Explosion.java b/src/main/java/net/minecraft/server/Explosion.java
2020-05-06 11:48:49 +02:00
index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
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--- a/src/main/java/net/minecraft/server/Explosion.java
+++ b/src/main/java/net/minecraft/server/Explosion.java
@@ -0,0 +0,0 @@ public class Explosion {
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int i1 = MathHelper.floor(this.posY + (double) f2 + 1.0D);
int j1 = MathHelper.floor(this.posZ - (double) f2 - 1.0D);
int k1 = MathHelper.floor(this.posZ + (double) f2 + 1.0D);
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- List<Entity> list = this.world.getEntities(this.source, new AxisAlignedBB((double) i, (double) l, (double) j1, (double) j, (double) i1, (double) k1));
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+ List<Entity> list = this.world.getEntities(this.source, new AxisAlignedBB((double) i, (double) l, (double) j1, (double) j, (double) i1, (double) k1), (com.google.common.base.Predicate<Entity>) entity -> entity.isAlive() && !entity.isSpectator()); // Paper - Fix lag from explosions processing dead entities
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Vec3D vec3d = new Vec3D(this.posX, this.posY, this.posZ);
for (int l1 = 0; l1 < list.size(); ++l1) {