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fix(Explosion): don't apply motion if the event's cancelled #6403
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fix(Explosion): don't apply motion if the event's cancelled #6403
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I remember suggesting this ages ago. The reason this never got through because technically motion isn't related to damage, so it can't fall under this event. |
New event: EntityExplosionMotionEvent haha |
vanilla also applies motion even if the damage has been cancelled |
But isn't the goal of pocketmine to customise the game by changing certain behaviours? |
Yes, but specifically this customization should not be done through EntityDamageEvent. |
The aim is not to introduce behaviors that don't fit in with the api and the gameplay either |
I'm pretty sure there was an issue proposing to move knockback property to EntityDamageEvent, I just couldn't find it. |
Not really possible to knockback on base EntityDamageEvent since it doesn't have a source to knockback away from. It's possible it could be supported from EntityDamageByBlockEvent. However using existing knockback event APIs in general is a bit problematic because explosion knockback works differently than combat knockback. |
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