Make replaceVanillaFallDamae a synchronised setting, should fix the problems people were having on servers where turning the option off seemed to do nothing

This commit is contained in:
Electroblob77
2020-09-24 18:46:43 +01:00
parent aac931f6b2
commit b4e9d86d1d
2 changed files with 9 additions and 5 deletions
@@ -192,11 +192,6 @@ public final class Settings {
public boolean dispenserBlockDamage = true;
/** <b>[Server-only]</b> Whether to revert to the old wand upgrade system, which only requires tomes of arcana. */
public boolean legacyWandLevelling = false;
/**
* <b>[Server-only]</b> Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
* velocity-based one.
*/
public boolean replaceVanillaFallDamage = true; // TODO: This should be synced
/** <b>[Server-only]</b> Whether to tweak the blindness effect to reduce follow distance when used on non-players. */
public boolean blindnessTweak = true;
/** <b>[Server-only]</b> Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
@@ -308,6 +303,11 @@ public final class Settings {
public boolean passiveMobsAreAllies = false;
/** <b>[Synchronised]</b> Whether to replace Minecraft's own fireballs with wizardry fireballs. */
public boolean replaceVanillaFireballs = true;
/**
* <b>[Synchronised]</b> Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
* velocity-based one.
*/
public boolean replaceVanillaFallDamage = true;
/** <b>[Synchronised]</b> Chance of 'misreading' an undiscovered spell and triggering a forfeit instead. */
public double forfeitChance = 0.2;
/**
@@ -745,6 +745,7 @@ public final class Settings {
"Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells will use a more simplistic method of resetting the player's fall damage in certain cases.");
property.setLanguageKey("config." + Wizardry.MODID + ".replace_vanilla_fall_damage");
Wizardry.proxy.setToNamedBooleanEntry(property);
property.setRequiresWorldRestart(true);
replaceVanillaFallDamage = property.getBoolean();
propOrder.add(property.getName());