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Posted (edited)

I'm working on a mod where an effect grants the player the ability to jump out of water higher than usual. I need an event or some kind of identifier so I can adjust the delta movement to make the jump higher.

Looking back at the Forge source, I see that jumpInLiquid exists, called when an entity is jumping while inside liquid. I assume the jumping out portion is just when the player gets high enough in water that the water stops slowing the vertical speed down. The LivingJumpEvent isn't called when this water jump occurs, only when jumpFromGround is called, so I can't use that event.

So I need to understand how I can check for the instant when the player is 1. jumping, and 2. jumping out of water.

Do I need to check when the jump key is pressed and do my own calculations & checks? Perhaps adjust vertical swim speed instead? Or maybe check to see if the block below the player is water when they previously were in water and now aren't.

Edited by Warven22
Has been solved
Posted
5 hours ago, Warven22 said:

Do I need to check when the jump key is pressed and do my own calculations & checks? Perhaps adjust vertical swim speed instead? Or maybe check to see if the block below the player is water when they previously were in water and now aren't.

One idea would be to subscribe to the PlayerTickEvent and check that the player is in water but close to the surface, something like this:

    @SubscribeEvent
    public static void jump(PlayerTickEvent event) {
        PlayerEntity player = event.player;
        if (<CHECK IF PLAYER IS JUMPING> && player.isInWater()
                && player.level.getBlockState(new BlockPos(player.getX(), player.getY() + 0.5, player.getZ()))
                        .getFluidState().isEmpty()) {
            player.setDeltaMovement(player.getDeltaMovement().add(0, 0.2, 0));
        }
    }

Unfortunately, the field LivingEntity.jumping is protected so you can not easily access it to check if the player is jumping. Probably best to use reflection to access it.

  • Like 1
Posted
1 hour ago, vemerion said:

One idea would be to subscribe to the PlayerTickEvent and check that the player is in water but close to the surface

Yep, this worked wonderfully. Thank you so much for this clever solution!

1 hour ago, vemerion said:

Unfortunately, the field LivingEntity.jumping is protected so you can not easily access it to check if the player is jumping. Probably best to use reflection to access it.

Yep, reflection worked without issue.

  • Like 1
  • Warven22 changed the title to (SOLVED) [1.17.1] Water Jumping Event

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