Open maxface14 opened 2 years ago
This check is already in place, so, I'm not sure why you're getting a firework fired like this...
Hold on. I got it - the code is structured in a way that pressing jump to enter the Elytra Mode sometimes also counts as a press for the firework boost if it's co-bound to jump.
Therefore, with a single jump press you sometimes both enter the Elytra Mode and get the firework boost.
Still getting used to the mod, and it just cost me a totem (and would've ended my Hardcore world if I didn't have a totem selected on my offhand, which I do not normally do). The boost really needs to check if the Elytra is already deployed. When I enter Elytra mode I often just want to glide down somewhere, or even just extended an ordinary jump.
Basically, the mod simultaneously got me into trouble due to this behaviour, and out of it since without it, I likely would've had my shield in my off-hand instead of the totem. Clip of the occurence: https://www.twitch.tv/videos/1908264403
If this behavior can't be fixed, I'd at least like to ask for an option to disable the boost hotkey entirely (rather than just binding it to a key I never press), as it isn't safe for me to use.
did you fix this issue?
Mapping the firework-rocket-from-inventory button to jump was a good idea since there's no other use for the jump button when you're already in elytra mode; however, it is very easy to mistakenly press jump in the air, such as when you hit jump too early before landing, try to use your elytra without using a rocket, or, critically, when a lag spike happens. Any key that you're holding during a lag spike will be let go and pressed again instantly, so if one is holding jump to sprint-jump a short distance, it's very common to blast oneself directly into a wall.
The fix for this, I imagine, is pretty simple. Just make the firework shortcut only work when the elytra is already out. That way it'll work the same as regular rockets in that you won't use them by accident and you can still use the elytra to glide or break fall damage without wasting a rocket.