Fix advancement triggers for entity damage
Changes the Interaction entity's trigger to use the vanilla generic damage source Fixes a couple places where the original damage and modified damage were passed in the reverse order to the advancement triggers
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@@ -36,7 +36,7 @@
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this.attack = new Interaction.PlayerAction(entityhuman.getUUID(), this.level().getGameTime());
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if (entityhuman instanceof ServerPlayer entityplayer) {
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- CriteriaTriggers.PLAYER_HURT_ENTITY.trigger(entityplayer, this, entityhuman.damageSources().generic(), 1.0F, 1.0F, false);
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+ CriteriaTriggers.PLAYER_HURT_ENTITY.trigger(entityplayer, this, source, (float) event.getFinalDamage(), 1.0F, false); // CraftBukkit
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+ CriteriaTriggers.PLAYER_HURT_ENTITY.trigger(entityplayer, this, entityhuman.damageSources().generic(), 1.0F, (float) event.getFinalDamage(), false); // CraftBukkit // Paper - use correct source and fix taken/dealt param order
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}
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return !this.getResponse();
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