Finally find the 1.16 equivalent to not calculate water pushing on contraptions (performance impact = huge)

This commit is contained in:
grimmauld 2021-06-29 21:21:50 +02:00
parent 3d825fe632
commit 6990f6d60e

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@ -678,20 +678,21 @@ public abstract class AbstractContraptionEntity extends Entity implements IEntit
} }
// @Override //TODO find 1.16 replacement
// public void updateAquatics() { @Override
/* protected boolean updateWaterState() {
* Override this with an empty method to reduce enormous calculation time when contraptions are in water /*
* WARNING: THIS HAS A BUNCH OF SIDE EFFECTS! * Override this with an empty method to reduce enormous calculation time when contraptions are in water
* - Fluids will not try to change contraption movement direction * WARNING: THIS HAS A BUNCH OF SIDE EFFECTS!
* - this.inWater and this.isInWater() will return unreliable data * - Fluids will not try to change contraption movement direction
* - entities riding a contraption will not cause water splashes (seats are their own entity so this should be fine) * - this.inWater and this.isInWater() will return unreliable data
* - fall distance is not reset when the contraption is in water * - entities riding a contraption will not cause water splashes (seats are their own entity so this should be fine)
* - this.eyesInWater and this.canSwim() will always be false * - fall distance is not reset when the contraption is in water
* - swimming state will never be updated * - this.eyesInWater and this.canSwim() will always be false
*/ * - swimming state will never be updated
// extinguish(); */
// } return false;
}
@Override @Override
public void setFire(int p_70015_1_) { public void setFire(int p_70015_1_) {