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286bd1bfb5
- Port player chunk loader patch Makes the chunk system act as it did in 1.17, no additional tickets (and thus logic) to make a chunk ticking. Adds simulation distance API, deprecates old no-tick method. - More collision optimisations Ancient patch from tuinity that never could be pushed to master. - Fix Optimise ArraySetSorted#removeIf patch - Execute chunk tasks fairly for worlds while waiting for next tick - Port Replace ticket level propagator
37 lines
1.4 KiB
Diff
37 lines
1.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: BillyGalbreath <Blake.Galbreath@GMail.com>
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Date: Tue, 4 Sep 2018 15:01:54 -0500
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Subject: [PATCH] Expose attack cooldown methods for Player
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diff --git a/src/main/java/org/bukkit/entity/Player.java b/src/main/java/org/bukkit/entity/Player.java
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index 81b3d2da2bb92c874845688a8b8a2b15b2a4bd59..ffbc26048e359044be6b0c96f3bd8cd1048fb316 100644
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--- a/src/main/java/org/bukkit/entity/Player.java
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+++ b/src/main/java/org/bukkit/entity/Player.java
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@@ -2421,6 +2421,26 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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* @param profile The new profile to use
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*/
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void setPlayerProfile(@NotNull com.destroystokyo.paper.profile.PlayerProfile profile);
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+
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+ /**
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+ * Returns the amount of ticks the current cooldown lasts
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+ *
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+ * @return Amount of ticks cooldown will last
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+ */
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+ float getCooldownPeriod();
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+
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+ /**
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+ * Returns the percentage of attack power available based on the cooldown (zero to one).
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+ *
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+ * @param adjustTicks Amount of ticks to add to cooldown counter for this calculation
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+ * @return Percentage of attack power available
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+ */
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+ float getCooledAttackStrength(float adjustTicks);
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+
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+ /**
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+ * Reset the cooldown counter to 0, effectively starting the cooldown period.
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+ */
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+ void resetCooldown();
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// Paper end
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// Spigot start
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