feildmaster
- feildmaster
- feildmaster
- America/Chicago
- Yes
- No
1 issues
Key
Summary
Status
Reporter
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Created
Removed Environment:
When shooting snowballs, they pass through players. This makes things like "Snowball fights" impossible to do.
The cause of this is in the "Human" class, damage function returns false if damage == 0 (which snowballs don't do damage).
I'm not saying they have to do damage animation, but they should at least hit players.
Added Description:
When shooting snowballs, they pass through players. This makes things like "Snowball fights" impossible to do.
The cause of this is in the "Human" class, damage function returns false if damage == 0 (which snowballs don't do damage).
I'm not saying they have to do damage animation, but they should at least hit players.
Added Affects Versions: 1.5.1
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Confirmed.
Entities that have that flag don't ever get their "movement" flag reset.
Probably relates to https://mojang.atlassian.net/browse/MC-1407
This isn't invalid, as you can actually reproduce it in vanilla. Reopening.
Passing through solid blocks is an entirely different issue.
It is resolved since it should be fixed in the latest snapshot.
But your post was yesterday and I'm not entirely sure when C was released.
An update on what this issue is caused by:
The client gets a packet when the entity spawns (Packet23), this packet does not take NBT data into account. The way tnt fuses are implemented (as nbt, not in the DataWatcher), the fuse gets completely ignored (both on the server <stop/start> and the client <always>)
Updated relations to currently existing issues.
After further research, discovered to be fixed in a 1.7 snapshot
Fixed in a later 1.7 snapshot.