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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@@ -1246,7 +1246,7 @@
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+ // Duplicate triggers if blocking
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+ if (event.getDamage(DamageModifier.BLOCKING) < 0) {
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+ if (this instanceof ServerPlayer) {
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+ CriteriaTriggers.ENTITY_HURT_PLAYER.trigger((ServerPlayer) this, damagesource, f, originalDamage, true);
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+ CriteriaTriggers.ENTITY_HURT_PLAYER.trigger((ServerPlayer) this, damagesource, originalDamage, f, true); // Paper - fix taken/dealt param order
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+ f2 = (float) -event.getDamage(DamageModifier.BLOCKING);
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+ if (f2 > 0.0F && f2 < 3.4028235E37F) {
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+ ((ServerPlayer) this).awardStat(Stats.DAMAGE_BLOCKED_BY_SHIELD, Math.round(originalDamage * 10.0F));
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@@ -1254,7 +1254,7 @@
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+ }
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+
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+ if (damagesource.getEntity() instanceof ServerPlayer) {
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+ CriteriaTriggers.PLAYER_HURT_ENTITY.trigger((ServerPlayer) damagesource.getEntity(), this, damagesource, f, originalDamage, true);
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+ CriteriaTriggers.PLAYER_HURT_ENTITY.trigger((ServerPlayer) damagesource.getEntity(), this, damagesource, originalDamage, f, true); // Paper - fix taken/dealt param order
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+ }
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+
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+ return true;
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