From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Spottedleaf Date: Sun, 2 Feb 2025 10:57:48 -0800 Subject: [PATCH] Do not record movement for vehicles/players unaffected by blocks If the player is not affected by movement through blocks, then storing the movement would eventually invoke logic to apply effects caused by moving through such blocks. For example, moving through a portal in spectator mode and then later switching to creative mode would portal the player. diff --git a/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/net/minecraft/server/network/ServerGamePacketListenerImpl.java index 5738709f5fa6fee2ed88ba41a7718c976b780e96..882dbb1276c548316938bbc50f5f7e01f8547ff8 100644 --- a/net/minecraft/server/network/ServerGamePacketListenerImpl.java +++ b/net/minecraft/server/network/ServerGamePacketListenerImpl.java @@ -657,7 +657,7 @@ public class ServerGamePacketListenerImpl // CraftBukkit end this.player.serverLevel().getChunkSource().move(this.player); - rootVehicle.recordMovementThroughBlocks(new Vec3(x, y, z), rootVehicle.position()); + if (!rootVehicle.isSpectator() && rootVehicle.isAffectedByBlocks()) rootVehicle.recordMovementThroughBlocks(new Vec3(x, y, z), rootVehicle.position()); Vec3 vec3 = new Vec3(rootVehicle.getX() - x, rootVehicle.getY() - y, rootVehicle.getZ() - z); this.handlePlayerKnownMovement(vec3); rootVehicle.setOnGroundWithMovement(packet.onGround(), vec3); @@ -1574,7 +1574,7 @@ public class ServerGamePacketListenerImpl Vec3 vec3 = new Vec3(this.player.getX() - x, this.player.getY() - y, this.player.getZ() - z); this.player.setOnGroundWithMovement(packet.isOnGround(), packet.horizontalCollision(), vec3); this.player.doCheckFallDamage(vec3.x, vec3.y, vec3.z, packet.isOnGround()); - this.player.recordMovementThroughBlocks(new Vec3(x, y, z), this.player.position()); + if (!this.player.isSpectator() && this.player.isAffectedByBlocks()) this.player.recordMovementThroughBlocks(new Vec3(x, y, z), this.player.position()); this.handlePlayerKnownMovement(vec3); if (flag) { this.player.resetFallDistance();