Fix item EAR ticks

Item entities only have their gravity ticked every 4 ticks when on ground.
Fix that and also remove Spigot's arbitrary tick skipping. It's a terribly
cheap way of getting extra performance that doesn't really work at all.
This commit is contained in:
Nassim Jahnke 2024-10-30 13:51:54 +01:00
parent b948d38658
commit 8a2c2db2a5
2 changed files with 11 additions and 5 deletions

View file

@ -84,6 +84,15 @@
this.xo = this.getX();
this.yo = this.getY();
@@ -162,7 +175,7 @@
}
}
- if (!this.onGround() || this.getDeltaMovement().horizontalDistanceSqr() > 9.999999747378752E-6D || (this.tickCount + this.getId()) % 4 == 0) {
+ if (!this.onGround() || this.getDeltaMovement().horizontalDistanceSqr() > 9.999999747378752E-6D || (this.tickCount + this.getId()) % 4 == 0) { // Paper - Diff on change; ActivationRange immunity
this.move(MoverType.SELF, this.getDeltaMovement());
this.applyEffectsFromBlocks();
float f = 0.98F;
@@ -188,9 +201,11 @@
this.mergeWithNeighbours();
}

View file

@ -234,7 +234,7 @@ public class ActivationRange
public static boolean checkIfActive(Entity entity)
{
// Never safe to skip fireworks or item gravity
if (entity instanceof FireworkRocketEntity || (entity instanceof ItemEntity && (entity.tickCount + entity.getId() + 1) % 4 == 0)) {
if (entity instanceof FireworkRocketEntity || (entity instanceof ItemEntity && (entity.tickCount + entity.getId()) % 4 == 0)) { // Paper - Needed for item gravity, see ItemEntity tick
return true;
}
@ -253,11 +253,8 @@ public class ActivationRange
}
isActive = true;
}
// Add a little performance juice to active entities. Skip 1/4 if not immune.
} else if ( !entity.defaultActivationState && entity.tickCount % 4 == 0 && !ActivationRange.checkEntityImmunities( entity ) )
{
isActive = false;
}
// Paper - remove dumb tick skipping for active entities
return isActive;
}
}