Open asynchunk opened 5 months ago
It is unclear, what you want to have implemented, at least provide a link or more context. If a player hits an entity he will stop sprinting on the client side, even if its just shortly, the server can't really do much about that.
It is unclear, what you want to have implemented, at least provide a link or more context. If a player hits an entity he will stop sprinting on the client side, even if its just shortly, the server can't really do much about that.
It is unclear, what you want to have implemented, at least provide a link or more context. If a player hits an entity he will stop sprinting on the client side, even if its just shortly, the server can't really do much about that.
I think that the meaning is this:
It is unclear, what you want to have implemented, at least provide a link or more context. If a player hits an entity he will stop sprinting on the client side, even if its just shortly, the server can't really do much about that.
I think that the meaning is this:
- Hits temporarily stop sprinting, yes.
- Remove the KB increase from that sprint 'resetting' and make it only work with manual sprint resetting.
Exactly tysm
stop-sprint boolean you can find it on windspigot fork github commits:If hits should stop sprinting, if enabled then players need to sprint reset to deal more knockback