Jonas Mittnacht
- thecookieplays
- thecookieplays
- Europe/Stockholm
- Yes
- No
So now I am back with another bug and I hope this bug isn't reported yet,
I also think that this bug affects all versions before 0.14.3, but I can't test it anymore. So when I'm in fly mode(creative) and I SNEAK down to the ground, it plays the high or low fall sound. I think that's a bug because it isn't the same in PC version. PS: Sorry for my bad english, I'm German.Video where I am showing it: https://youtu.be/wCF6eR64epk
The GUI size options for Windows 10 in Fullscreen (1920x1080) are really big, the -1 setting is still like the "
big" setting on java edition, and I would like to be able to play with smaller GUI sizes. There used to be more options, why did they get removed?The GUI size options for Windows 10 in Fullscreen (1920x1080) are really big, the -1 setting is still like the "large" setting on java edition, and I would like to be able to play with smaller GUI sizes. There used to be more options, why did they get removed?
The GUI size options for Windows 10 in Fullscreen (1920x1080) are really big, the -1 setting is still like the "
large" setting on java edition, and I would like to be able to play with smaller GUI sizes. There used to be more options, why did they get removed?The GUI size options for Windows 10 in Fullscreen (1920x1080) are really big, the -1 setting is still like the "3" setting on java edition, and I would like to be able to play with smaller GUI sizes. There used to be more options, why did they get removed?
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) }}method in {{LocalPlayer. }}This method will, further down, call the {{hurt(DamageSource damageSource, float f) }}method for the entity it has attacked. Normally, that method will return {{false from all mobs as it's overriden in
LivingEntitywhich includes the following check:... } else if (this.level.isClientSide) { return false; } ...This will result in the {{attack }}method effectively skipping most of the other code in that method on the client since the code stores the returned value of {{hurt(DamageSource damageSource, float f) }}and uses an if-statement checking if the value is {{true, }}only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f)
}}method in{{RemotePlayeralways return {{false }}would fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) method in LocalPlayer. This method will, further down, call the hurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will return false from all mobs as it's overriden in LivingEntity which includes the following check:
... } else if (this.level.isClientSide) { return false; } ...This will result in the attack method effectively skipping most of the other code in that method on the client since the code stores the returned value of hurt(DamageSource damageSource, float f) and uses an if-statement checking if the value is true, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f) }}method in{{ RemotePlayer always return false would fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity)
method in LocalPlayer. This method will, further down, call thehurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will returnfalse from all mobs as it's overriden in LivingEntity which includes the following check:... } else if (this.level.isClientSide) { return false; } ...This will result in the
attack }}method effectively skipping most of the other code in that method on the client since the code stores the returned value of{{hurt(DamageSource damageSource, float f)and uses an if-statement checking if the value istrue, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f) method in RemotePlayer always return
false would fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) method in LocalPlayer. This method will, further down, call the hurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will return false from all mobs as it's overriden in LivingEntity which includes the following check:
... } else if (this.level.isClientSide) { return false; } ...This will result in the attack method effectively skipping most of the other code in that method on the client since the code stores the returned value of hurt(DamageSource damageSource, float f) and uses an if-statement checking if the value is true, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
... boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code } ...However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f) }}method in{{ RemotePlayer always return false would fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) method in LocalPlayer. This method will, further down, call the hurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will return false from all mobs as it's overriden in LivingEntity which includes the following check:
... } else if (this.level.isClientSide) { return false; } ...This will result in the attack method effectively skipping most of the other code in that method on the client since the code stores the returned value of hurt(DamageSource damageSource, float f) and uses an if-statement checking if the value is true, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
... boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }...However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f) }}method in{{ RemotePlayer always return false would fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) method in LocalPlayer. This method will, further down, call the hurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will return false from all mobs as it's overriden in LivingEntity which includes the following check:
... } else if (this.level.isClientSide) { return false; } ...This will result in the attack method effectively skipping most of the other code in that method on the client since the code stores the returned value of hurt(DamageSource damageSource, float f) and uses an if-statement checking if the value is true, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
... boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f)
}}method in{{ RemotePlayeralways returnfalsewould fix the issue.
When attacking another player, the client will always show particles for special attacks like critical hits or sharpness (these particles will not appear to other players since they appear on the client only) and will also stop sprinting even though the attack might not have registered (for example if pvp is disabled or if the player has weakness and can't deal enough damage).
This, however, only happens if the player attacks another player - hitting any other entity does not trigger any special particles or sprint cancellation.
Steps to reproduce:
- Start a server and join (or open a local world on your network) alongside another player.
- Make sure you have OP permissions for the /effect command
- Give yourself weakness level 255 (/effect give @s minecraft:weakness 1000000 255)
- Try to hit the other player while falling to trigger critical hit particles. -> Particles appear
- Try to hit another mob (like a pig) in the same way. -> No Particles
Cause: (using the official Mojang mappings here)
Attacking an entity calls the attack(Entity entity) method in LocalPlayer. This method will, further down, call the hurt(DamageSource damageSource, float f) method for the entity it has attacked. Normally, that method will return false from all mobs as it's overriden in LivingEntity which includes the following check:
... } else if (this.level.isClientSide) { return false; } ...This will result in the attack method effectively skipping most of the other code in that method on the client since the code stores the returned value of hurt(DamageSource damageSource, float f) and uses an if-statement checking if the value is true, only then executing the code regarding critical hit and sharpness particles as well as cancelling sprint.
... boolean bl6 = entity.hurt(DamageSource.playerAttack(this), f); if (bl6) { // Runs code regarding the particles and sprint cancellation. } else { // Irrelevant code }However, to represent other players on the server, the client uses the RemotePlayer class, which overrides the method in the LivingEntity class.
public boolean hurt(DamageSource damageSource, float f) { return true; }As you can see, this method always returns true, causing the client to run the previously mentioned code regarding the particles etc.
Fix:
Simply making the hurt(DamageSource damageSource, float f) method in RemotePlayer always return false would fix the issue.





Yes, then the chat works again.
And sorry for the duplicate, I tried to find the same bug but didn't find something like this.
So I still can reproduce the issue in the current Version. I also tested it on Android, the same thing happens there.
I also made a video on this showing it on Android: https://youtu.be/Ql8B-fGa2pQ .
I'm using a NVIDIA Shield K1 Tablet, but it happens on Windows 10 Edition and on my old Acer Iconia A1-811 as well.
It still isn't fixed, the world is "shaking" a bit to the side on one direction but not on the other.
I personally think this should be fixed while also retaining the "feature" it brought, basically making it so only the first hit in a "sprint hit chain" deals the sprinting knockback while all the ones after that only deal default knockback until you reset your sprint (un- and then resprinting). The reason I am recommending this fix is that sprint-resetting in order to continuously deal more knockback is a wide-spread PvP combat mechanic.