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fix(Explosion): don't apply motion if the event's cancelled #6403

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cooldogedev
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@dries-c
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dries-c commented Jul 17, 2024

I remember suggesting this ages ago. The reason this never got through because technically motion isn't related to damage, so it can't fall under this event.

@Matze997
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New event: EntityExplosionMotionEvent haha

@IvanCraft623
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vanilla also applies motion even if the damage has been cancelled

@Matze997
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But isn't the goal of pocketmine to customise the game by changing certain behaviours?

@IvanCraft623
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But isn't the goal of pocketmine to customise the game by changing certain behaviours?

Yes, but specifically this customization should not be done through EntityDamageEvent.

@ShockedPlot7560
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The aim is not to introduce behaviors that don't fit in with the api and the gameplay either

@IvanCraft623 IvanCraft623 added the Category: Gameplay Related to Minecraft gameplay experience label Aug 8, 2024
@IvanCraft623
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EntityDamageByEntityEvent has a knockback property that is not being used for explosions, we could standardize the use of a knockback property in EntityDamageEvent that defaults to zero and take use of the property for explosions. So in this way we could cancel motion of explosions.

I'm pretty sure there was an issue proposing to move knockback property to EntityDamageEvent, I just couldn't find it.

@dktapps
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dktapps commented Nov 10, 2024

Not really possible to knockback on base EntityDamageEvent since it doesn't have a source to knockback away from. It's possible it could be supported from EntityDamageByBlockEvent. However using existing knockback event APIs in general is a bit problematic because explosion knockback works differently than combat knockback.

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6 participants