From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: TheMolkaPL Date: Sun, 21 Jun 2020 17:21:46 +0200 Subject: [PATCH] Fix interact event not being called in adventure Call PlayerInteractEvent when left-clicking on a block in adventure mode diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java index e50e42cce60c725cdd981d8927e379c5760d9200..cb6568b622abeb939a1195f4656accc8a1c3f1fc 100644 --- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java +++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java @@ -1701,7 +1701,7 @@ public class ServerGamePacketListenerImpl implements ServerGamePacketListener { MutableComponent ichatmutablecomponent = (new TranslatableComponent("build.tooHigh", new Object[]{this.server.getMaxBuildHeight()})).withStyle(ChatFormatting.RED); this.player.connection.send(new ClientboundChatPacket(ichatmutablecomponent, ChatType.GAME_INFO, Util.NIL_UUID)); - } else if (enuminteractionresult.shouldSwing()) { + } else if (enuminteractionresult.shouldSwing() && !this.player.gameMode.interactResult) { this.player.swing(enumhand, true); } } @@ -2202,7 +2202,7 @@ public class ServerGamePacketListenerImpl implements ServerGamePacketListener { Vec3 vec3d1 = vec3d.add((double) f7 * d3, (double) f6 * d3, (double) f8 * d3); HitResult movingobjectposition = this.player.level.clip(new ClipContext(vec3d, vec3d1, ClipContext.Block.OUTLINE, ClipContext.Fluid.NONE, player)); - if (movingobjectposition == null || movingobjectposition.getType() != HitResult.Type.BLOCK) { + if (movingobjectposition == null || movingobjectposition.getType() != HitResult.Type.BLOCK || this.player.gameMode.getGameModeForPlayer() == GameType.ADVENTURE) { // Paper - call PlayerInteractEvent when left-clicking on a block in adventure mode CraftEventFactory.callPlayerInteractEvent(this.player, Action.LEFT_CLICK_AIR, this.player.inventory.getSelected(), InteractionHand.MAIN_HAND); }