From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Lucavon 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 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: 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/net/minecraft/world/entity/projectile/Projectile.java b/src/main/java/net/minecraft/world/entity/projectile/Projectile.java index 30eb86b52f00cfa61af4f93aca50ffc3547c95e8..d27e17ebf25cd842a943cf82bde05b2248c74414 100644 --- a/src/main/java/net/minecraft/world/entity/projectile/Projectile.java +++ b/src/main/java/net/minecraft/world/entity/projectile/Projectile.java @@ -182,8 +182,11 @@ public abstract class Projectile extends Entity implements TraceableEntity { this.shoot((double) f5, (double) f6, (double) f7, speed, divergence); Vec3 vec3d = shooter.getKnownMovement(); - + // Paper start - allow disabling relative velocity + if (!shooter.level().paperConfig().misc.disableRelativeProjectileVelocity) { this.setDeltaMovement(this.getDeltaMovement().add(vec3d.x, shooter.onGround() ? 0.0D : vec3d.y, vec3d.z)); + } + // Paper end - allow disabling relative velocity } // CraftBukkit start - call projectile hit event