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