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64828f3a60
Using an unbound LinkedBlockingQueue means you *have* to set core and max core thread pool size the same, as they will never go above the minimum pool size by just passing them through. So this fixes the async command executor pool to actually use 2 threads, and also cleans up other usage to be explicitly "fixed" thread pool sizes, and splits off one more in Minecraft's Util class
22 lines
1.3 KiB
Diff
22 lines
1.3 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Bjarne Koll <git@lynxplay.dev>
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Date: Sat, 23 Nov 2024 22:48:26 +0100
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Subject: [PATCH] Call ProjectileHitEvent for entity hits
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A simple bugfix replacing a new vanilla call to
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Projectile#hitTargetOrDeflectSelf with the bukkit replacement to call
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the event.
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diff --git a/src/main/java/net/minecraft/world/entity/projectile/AbstractArrow.java b/src/main/java/net/minecraft/world/entity/projectile/AbstractArrow.java
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index accc246f441c8bf5e1a755cfc0db8f97c0c01c6b..571f0699772eecbe02d71845da82a142321f2142 100644
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--- a/src/main/java/net/minecraft/world/entity/projectile/AbstractArrow.java
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+++ b/src/main/java/net/minecraft/world/entity/projectile/AbstractArrow.java
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@@ -309,7 +309,7 @@ public abstract class AbstractArrow extends Projectile {
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continue;
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}
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- ProjectileDeflection projectiledeflection = this.hitTargetOrDeflectSelf(movingobjectpositionentity);
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+ ProjectileDeflection projectiledeflection = this.preHitTargetOrDeflectSelf(movingobjectpositionentity); // Paper - also call projectile hit event
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this.hasImpulse = true;
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if (this.getPierceLevel() > 0 && projectiledeflection == ProjectileDeflection.NONE) {
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