Blasting Highlight Event Visual Bug? #8240
Merged
+2
−1
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This is my first time trying to contribute something to someone else's repo, please be kind.
Problem
I was looking at the
RenderHighlightEvent
code for the AoE blasting, and I noticed that you are calling recursiveRenderHighlightEvent
s for each block affected, so that they may have a chance to cancel themselves.However, when creating those recursive events, you pass the original
rayTraceResult
as parameter. I believe this means that instead of simulating one event for each block in the AoE, you actually simulate the origin-block's event many times over.Changes proposed in this pull request:
Create a seperate
BlockHitResult
for eachblastingTarget
blockPos. For its parameters, I essentially cloned the originalBlockHitResult
, changing only the blockPos. So for example if the original block was 'hit' at the top left, every AoE block is going to simulate a top left hit aswell.