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MC-301625

Hitboxes that are on multiple quadrants of the world override interacting with other entities from the inside.

Steps to reproduce the issue:

  • Go to a line between two quadrants of the world, such as 0 ~ 8, which borders the +x +z and -x +z quadrants.

In a superflat world, run /tp 0 ~ 8

  • Summon a large hitboxed entity in one quadrant.

/summon interaction 2 ~ 8 {height:3,width:8}

  • Summon any entity within or partway within the hitbox of said entity.

/summon husk -2 ~ 8 {NoAI:1b}

  • From within the first entity’s hitbox, attempt to hit or interact with the second entity.

Attempt to attack the husk while still at 0 ~ 8.

Expected result:

  • As long as your cursor doesn’t intersect a face of the enveloping entity first, the entity within takes priority for being hit and interacted with from the inside, as it does when away from quadrant borders.

If you make the previous set-up away from any quadrant borders, everything will work as expected. The husk is hit from the inside and outside alike as long as your cursor doesn’t intersect with a face of the interaction first.

Actual result:

  • The encapsulating entity always take priority from the inside.

With the previous set-up, you’ll only be able to hit the husk from its west side, but not its east side.

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WeirdPlop

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1.21.8, 25w35a

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