Make sure fall damage stuff is processed on the server only, and reactivate the config option by default

This commit is contained in:
Electroblob77
2020-03-18 16:00:23 +00:00
parent 74d9198522
commit d68f968632
2 changed files with 2 additions and 2 deletions
@@ -170,7 +170,7 @@ public final class Settings {
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 = false;
public boolean replaceVanillaFallDamage = true;
/** <b>[Server-only]</b> Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
public boolean bonemealGrowsCrystalFlowers = true;
/**
@@ -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