Skeletons and illusioners aren't looking up / down at their target while strafing
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
Example
The fix
Note: The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within the updateTask() function.
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
Linked Issues
is duplicated by5
relates to7
- Unresolved
Mr_QuasiGreg Milson
- 42
- 21
- Confirmed
Normal
- Gameplay
- Mob behaviour
- illusion_illager skeleton strafing
1.12.1 - 1.21.4
1.12.1 1.12.2-pre1 1.12.2-pre2 1.12.2 17w43a 17w43b 17w45a 17w45b 17w46a 17w47a 17w47b 17w48a 17w49a 17w50a 18w01a 18w02a 18w03b 18w05a 18w06a 18w07c 18w14a 18w14b 18w15a 18w16a 18w19a 18w19b 18w20b 18w20c 18w21a 18w21b 18w22a 18w22b 18w22c 1.13-pre1 1.13-pre2 1.13-pre4 1.13-pre5 1.13 18w30a 18w30b 18w31a 18w32a 1.13.1 1.13.2-pre1 1.13.2 19w03c 19w04b 19w08b 19w09a 19w12b 19w13a 1.14-pre2 1.14-pre3 1.14-pre4 1.14-pre5 1.14.2 1.14.3-pre3 1.14.4 19w34a 19w35a 19w40a 1.15 1.15.1 1.15.1-pre1 1.15.2-pre2 1.15.2 20w06a 20w07a 20w09a 20w10a 20w16a 20w18a 20w21a 1.16.1 1.16.2 1.16.4 20w48a 20w51a 21w03a 21w05b 21w06a 21w11a 21w15a 21w17a 1.18.1 22w03a 1.18.2 1.19-rc2 1.19 1.19.2 22w46a 1.19.3 23w05a 1.19.4 1.20-pre2 1.20-rc1 1.20 1.20.1 1.20.2 23w45a 1.20.6 1.21-pre4 1.21 1.21.1 24w34a 24w35a 24w36a 24w37a 24w38a 1.21.2-pre1 1.21.2 1.21.3 1.21.4
Created Issue:
Skeletons don't look up at their target when strafing
When a skeleton targets someone from a height, they just keep looking forward instead of up at the target.
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F); add this to the text to fix it
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
_ if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F); add this to the text to fix it
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}_
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
{ this.strafingBackwards = false; }
_if (this.strafingTime > -1)
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F); add this to the text to fix it
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}_
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F); add this to the text to fix it
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
}When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }
{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }
- this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);*
}
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
if (this.strafingTime > -1)
{ this.strafingBackwards = false; }{
if (d0 > (double)(this.maxAttackDistance * 0.75F))else if (d0 < (double)(this.maxAttackDistance * 0.25F))
{ this.strafingBackwards = true; }
- this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);*
}When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
add this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
add "this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);" to the end of "if (this.strafingTime > -1)"
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
add "this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);" to the end of "if (this.strafingTime > -1)"
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
The problem can be fixed by adding "this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);" to the end of "if (this.strafingTime > -1)"
Skeletonsdon't look up at their target whenstrafingSkeletons aren't looking up at their target while strafing
is duplicated by
Skeletons & Illusioners aren't looking up at their target while strafing
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The problem is in EntityAIAttackRangedBow.java within updateTask()
The problem can be fixed by adding"this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);"to the end of"if (this.strafingTime > -1)"The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask().
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1).
Skeletons& Illusioners aren't looking up at their target while strafingSkeletons and illusioners aren't looking up at their target while strafing
is duplicated by
relates to
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask().
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1).The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask().
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask().
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in EntityAIAttackRangedBow.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.EntityAIAttackRangedBow.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.
EntityAIAttackRangedBow.java within updateTask()The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.AttackRangedBow.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in
net.minecraft.entity.ai.goal.AttackRangedBow.javawithin updateTask()The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.*RangedBowAt*tackGoal.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.
*RangedBowAt*tackGoal.java within updateTask()The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by adding this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F); to the end of if (this.strafingTime > -1)
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below
The highlighted text reads
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below
The highlighted text reads
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below
The highlighted text reads: this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below
The highlighted text reads: this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below, the highlighted text reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The problem is in net.minecraft.entity.ai.goal.
RangedBowAttackGoal.javawithin updateTask()The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The following is based on a decompiled version of MC 1.15.2
The problem is in net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
Skeletons and illusioners aren't looking up / down at their target while strafing
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The following is based on a decompiled version of MC 1.15.2
The problem is
innet.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within updateTask()
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within the updateTask() function
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
relates to
is duplicated by
is duplicated by
is duplicated by
is duplicated by
MCQA-61
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
The following is based on a decompiled version of MC 1.15.2
The problem is located at
net.minecraft.entity.ai.goal.RangedBowAttackGoal.javawithin the updateTask()functionThe problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fix
Note: The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within the updateTask() function.
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
The fixNote: The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within the updateTask() function.
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);The bug
When a skeleton targets someone from a height, they just keep looking forward instead of up at their target.
Example
The fix
Note: The following is based on a decompiled version of MC 1.15.2
The problem is located at net.minecraft.entity.ai.goal.RangedBowAttackGoal.java within the updateTask() function.
The problem can be fixed by doing what's in the fixed code image below, the highlighted text in the image reads:
this.entity.getLookController().setLookPositionWithEntity(livingentity, 30.0F, 30.0F);
relates to
Skeletons and illusioners, Zombies aren't looking up / down at their target while strafing
Skeletons and illusioners, Zombiesaren't looking up / down at their target while strafing
Forward-resolving to MC-121706
Relates to MC-121706
Relates to MC-121706
Duplicate of MC-121706
Duplicate of MC-121706.
This appears to be a duplicate of MC-121706, which hasn't yet been resolved. If you have any additional information to provide regarding this issue, feel free to comment on the parent ticket. If you feel that this issue is affecting you, feel free to vote for the duplicated ticket, to give Mojang a basic idea of how many people are impacted by the problem. Just to further inform you, this will not determine how quickly the bug gets handled or fixed.



Confirmed for 1.13.1.
Confirmed for 1.16.1.
They should fix the bow AI goal in general because there are a lot of bugs involving it.
One of the most notable ones are this and skeletons sliding on the floor after losing their target while strafing
Can confirm in 20w48a.
Can confirm in 21w03a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Confirmed in 1.18.1
Can confirm in 1.18.2.
Can confirm in 1.19.2.
Still an issue in Minecraft 1.20 Pre2
Confirmed for 1.20.1, it;s so old I almost thought my memory played tricks on me..
I like to request ownership since activity seems to be low.