From d68f968632f47361f7e1457b7c7176b2bc7d4066 Mon Sep 17 00:00:00 2001
From: Electroblob77 <35599699+Electroblob77@users.noreply.github.com>
Date: Wed, 18 Mar 2020 16:00:23 +0000
Subject: [PATCH] Make sure fall damage stuff is processed on the server only,
and reactivate the config option by default
---
src/main/java/electroblob/wizardry/Settings.java | 2 +-
src/main/java/electroblob/wizardry/WizardryEventHandler.java | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/main/java/electroblob/wizardry/Settings.java b/src/main/java/electroblob/wizardry/Settings.java
index 755dff7e..bafabf8f 100644
--- a/src/main/java/electroblob/wizardry/Settings.java
+++ b/src/main/java/electroblob/wizardry/Settings.java
@@ -170,7 +170,7 @@ public final class Settings {
public boolean legacyWandLevelling = false;
/** [Server-only] Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
* velocity-based one. */
- public boolean replaceVanillaFallDamage = false;
+ public boolean replaceVanillaFallDamage = true;
/** [Server-only] Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
public boolean bonemealGrowsCrystalFlowers = true;
/**
diff --git a/src/main/java/electroblob/wizardry/WizardryEventHandler.java b/src/main/java/electroblob/wizardry/WizardryEventHandler.java
index e4614881..bdac3b8b 100644
--- a/src/main/java/electroblob/wizardry/WizardryEventHandler.java
+++ b/src/main/java/electroblob/wizardry/WizardryEventHandler.java
@@ -420,7 +420,7 @@ public final class WizardryEventHandler {
@SubscribeEvent // Priority doesn't matter here, we're only setting event fields so if it's cancelled it won't matter
public static void onLivingFallEvent(LivingFallEvent event){
// Why is fall damage based on distance fallen? Why? Who on earth came up with that? It makes no sense whatsoever!
- if(Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
+ if(!event.getEntity().world.isRemote && Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
// We want to keep the fall damage EXACTLY THE SAME for free, uninterrupted falls, but fix the weirdness
// caused when something else changes the entity's velocity
// All living entities have a gravity of 0.08b/t^2