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Finally find the 1.16 equivalent to not calculate water pushing on contraptions (performance impact = huge)
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1 changed files with 15 additions and 14 deletions
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@ -678,20 +678,21 @@ public abstract class AbstractContraptionEntity extends Entity implements IEntit
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}
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// @Override //TODO find 1.16 replacement
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// public void updateAquatics() {
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/*
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* Override this with an empty method to reduce enormous calculation time when contraptions are in water
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* WARNING: THIS HAS A BUNCH OF SIDE EFFECTS!
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* - Fluids will not try to change contraption movement direction
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* - this.inWater and this.isInWater() will return unreliable data
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* - entities riding a contraption will not cause water splashes (seats are their own entity so this should be fine)
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* - fall distance is not reset when the contraption is in water
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* - this.eyesInWater and this.canSwim() will always be false
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* - swimming state will never be updated
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*/
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// extinguish();
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// }
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@Override
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protected boolean updateWaterState() {
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/*
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* Override this with an empty method to reduce enormous calculation time when contraptions are in water
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* WARNING: THIS HAS A BUNCH OF SIDE EFFECTS!
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* - Fluids will not try to change contraption movement direction
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* - this.inWater and this.isInWater() will return unreliable data
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* - entities riding a contraption will not cause water splashes (seats are their own entity so this should be fine)
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* - fall distance is not reset when the contraption is in water
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* - this.eyesInWater and this.canSwim() will always be false
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* - swimming state will never be updated
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*/
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return false;
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}
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@Override
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public void setFire(int p_70015_1_) {
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