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decouple fudge factor from double break to prevent desync when the difference between client and server ticks are close enough to cause a small but critical mismatch in breaking progress
Copy file name to clipboardExpand all lines: common/src/main/kotlin/com/lambda/config/groups/BreakSettings.kt
+4-4Lines changed: 4 additions & 4 deletions
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@@ -28,12 +28,12 @@ class BreakSettings(
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priority:Priority = 0,
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vis: () ->Boolean = { true }
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) : BreakConfig(priority) {
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overrideval breakMode by c.setting("Break Mode", BreakMode.Packet) { vis() }
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overrideval breakMode by c.setting("Break Mode", BreakMode.Packet, visibility =vis)
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overrideval reBreak by c.setting("ReBreak", true, "Re-breaks blocks after they've been broken once", visibility = vis)
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overrideval unsafeCancels by c.setting("Unsafe Cancels", true, "Allows cancelling block breaking even if the server might continue breaking sever side, potentially causing unexpected state changes", visibility = vis)
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overrideval breakThreshold by c.setting("Break Threshold", 0.7f, 0.1f..1.0f, 0.02f, "The break amount at which the block is considered broken", visibility = vis)
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overrideval breakThreshold by c.setting("Break Threshold", 0.75f, 0.1f..1.0f, 0.01f, "The break amount at which the block is considered broken", visibility = vis)
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overrideval doubleBreak by c.setting("Double Break", true, "Allows breaking two blocks at once", visibility = vis)
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overridevaldoubleBreakFudgeFactor by c.setting("Double Break Fudge Factor", 3, 0..3, 1, "The amount of ticks to give double, aka secondary breaks extra for the server to recognise the break") { doubleBreak &&vis() }
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overridevalfudgeFactor by c.setting("Fudge Factor", 2, 0..5, 1, "The amount of ticks to give double, aka secondary breaks extra for the server to recognise the break", visibility =vis)
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overrideval breakDelay by c.setting("Break Delay", 0, 0..6, 1, "The delay between breaking blocks", " ticks", visibility = vis)
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Input.Post, TickEvent.Player.Post), "The sub-tick timing at which break actions can be performed", visibility = vis)
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overrideval swing by c.setting("Swing Mode", SwingMode.Constant, "The times at which to swing the players hand", visibility = vis)
@@ -48,7 +48,7 @@ class BreakSettings(
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overrideval breaksPerTick by c.setting("Breaks Per Tick", 5, 1..30, 1, "Maximum instant block breaks per tick", visibility = vis)
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overrideval suitableToolsOnly by c.setting("Suitable Tools Only", false, "Places a restriction to only use tools suitable for the given block", visibility = vis)
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overrideval avoidLiquids by c.setting("Avoid Liquids", true, "Avoids breaking blocks that would cause liquid to spill", visibility = vis)
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overrideval breakWeakBlocks by c.setting("Break Weak Blocks", false, "Break blocks that dont have structural integrity (e.g: grass)") { vis() }
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overrideval breakWeakBlocks by c.setting("Break Weak Blocks", false, "Break blocks that dont have structural integrity (e.g: grass)", visibility =vis)
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overrideval forceSilkTouch by c.setting("Force Silk Touch", false, "Force silk touch when breaking blocks", visibility = vis)
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overrideval forceFortunePickaxe by c.setting("Force Fortune Pickaxe", false, "Force fortune pickaxe when breaking blocks", visibility = vis)
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overrideval minFortuneLevel by c.setting("Min Fortune Level", 1, 1..3, 1, "The minimum fortune level to use") { vis() && forceFortunePickaxe }
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