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Restore ActivationRange attackTicks immunity - #202
Merged
windcolor-dev merged 12 commits intoOct 17, 2026
Merged
windcolor-dev merged 12 commits into
windcolor-dev merged 12 commits into
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Mojang removed pre-1.8 AttackTime in 1.8, so Spigot left the ActivationRange living.attackTicks > 0 check commented out as a missed mapping. Restore the field (20-tick melee cooldown), wire it from melee attack entry points, and re-enable the immunity so mobs are not deactivated mid-attack cooldown. Co-authored-by: xii69 <xii69@yahoo.com>
…ActivationRangeAttackTicksTest.java
Co-authored-by: xii69 <xii69@yahoo.com>
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Correct attackTicks patch
Member
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This change doesn't really do too much right? We already have this check in there |
Contributor
restoring |
Member
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Yeah you're right, I guess it's better to add it |
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What was wrong
Activation range used to keep entities active during melee attack cooldown via
attackTicks. In 1.8 that field went away (cooldown moved into the melee goal), and Spigot left the check commented with “missed mapping?”. Mapping it toatwould be wrong — that’s arrow hit timer. Without a real cooldown signal, mobs can deactivate mid-swing window under EAR.What this changes
Restores an entity-level
attackTicks(20 ticks), set from melee attack entry points, decremented like hurt ticks, and re-enables the EAR immunity check. Does not misuseat.Why this is needed
EAR is a performance feature; it shouldn’t freeze combat timing by putting attackers to sleep during their cooldown. This puts back the immunity the TODO was pointing at, with the correct meaning.
Testing
ActivationRangeAttackTicksTest5/5; server suite green; package OK.