mojira.dev
MC-302530

Immovable mannequins accumulate all movements they try to make and immediately perform all of them when made movable

Steps to reproduce the issue

  1. Summon an immovable mannequin via /summon minecraft:mannequin ~ ~ ~ {immovable:true}

  2. Have a player walk in and out of the immovable mannequin’s hit box many times. (The more you repeat this step, the more pronounced the problem is)

  3. Exit the immovable mannequin’s hit box.

  4. Make the mannequin movable again via /data modify entity @n[type=minecraft:mannequin] immovable set value false

  5. The mannequin should move unexpectedly.

Expected result

The mannequin should remain in it’s current position, but now be movable.

Actual result

As soon as the mannequin is set to be movable again, the entity moves unexpectedly even though there is nothing colliding with its hit box. The direction and amount of the mannequins movement seem to correlate with how the player collided with its hit box while it was still unmovable.

It seems like the mannequin is storing collision data and the correlating movement vector that results even though it is immovable and applies it after the transition to being moveable.

Linked issues

Comments 0

No comments.

Justin Tobler

(Unassigned)

Confirmed

Platform

Low

Commands, Entities

1.21.9, 1.21.10 Release Candidate 1

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