Players take one tick of damage on falling in the void with full health
URoulon opened this issue ยท 3 comments
We're running 6.7.1 with DisablePlayerDamage and DisableFallDamage both set to true.
The player takes one tick of void damage (two hearts) whenever it falls in it with full health.
- Happens the first time to fall completely (since the player joins fully healed)
- Doesn't happen the following times (since the player is no longer fully healed)
- Tried rehealing myself and then falling, retriggering the bug
Fixed in 7.0, see #307
Not sure if this is a bug or not. So
DisablePlayerDamage: true
is only effective with void damage if you also have
OnCourse:
DieInVoid: false
If DieInVoid
is true then it takes precedence over DisablePlayerDamage, and the player will take void damage as you describe before being teleported back to the last checkpoint.
I tried on an old backup running Parkour 5.1 and got the same behaviour.
Seems like I didn't remember the game inflicting you the damage, but couldn't changing that
if (event.getCause() == EntityDamageEvent.DamageCause.VOID) {
if (playing && parkour.getConfig().getBoolean("OnCourse.DieInVoid")) {
if (parkour.getConfig().getBoolean("OnCourse.DisablePlayerDamage")) {
event.setCancelled(true);
}
parkour.getPlayerManager().playerDie(player);
return;
in PlayerListener block the damage while still letting the "void death" happen?
(edited to include a DisablePlayerDamage check)