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Posted (edited)
	@SubscribeEvent(priority = EventPriority.LOW)
    public void hurt(LivingHurtEvent e)
    {
		if(!(e.getEntity() instanceof EntityPlayerMP))
			return;
		EntityPlayerMP player = (EntityPlayerMP) e.getEntity();
		CapAbility cap = (CapAbility) CapabilityReg.getCapabilityConatainer(player).getCapability(new ResourceLocation(Reference.MODID + ":" + "ability"));
		if(cap.godEnabled)
		{
          		System.out.println("here");
			player.capabilities.disableDamage = true;
			player.sendPlayerAbilities();
			e.setResult(Result.DENY);
			e.setAmount(0.0F);
			e.setCanceled(true);
		}
    }

As you can see above the code prints here and sets it canceled but, the hurt sound still plays. Yes I tried always canceling it regardless of what entity it is and that still played the hurt sound.

Issue: hurt sound and animation still plays even though damage isn't even suppose to be dealt once canceled to the player

Test 2 still plays sound:
 

@SubscribeEvent(priority = EventPriority.LOW)
public void hurt(LivingHurtEvent e)
{
	if(!(e.getEntity() instanceof EntityPlayer))
		return;
	e.setCancled(true);
}


Test 3 still plays sound:
 

@SubscribeEvent(priority = EventPriority.LOW)
public void hurt(LivingHurtEvent e)
{
	e.setCancled(true);
}

 

Edited by jredfox
Posted
59 minutes ago, jredfox said:

godEnabled

Solved Use LivingAttackEvent instead of hurt:
 

	@SubscribeEvent(priority = EventPriority.LOW)
    public void hurt(LivingAttackEvent e)
    {
		if(!(e.getEntity() instanceof EntityPlayerMP) || e.getSource() == DamageSource.OUT_OF_WORLD)
			return;
		EntityPlayerMP player = (EntityPlayerMP) e.getEntity();
		CapAbility cap = (CapAbility) CapabilityReg.getCapabilityConatainer(player).getCapability(new ResourceLocation(Reference.MODID + ":" + "ability"));
		if(cap.godEnabled)
		{
			player.capabilities.disableDamage = true;
			player.sendPlayerAbilities();
			e.setCanceled(true);
		}
    }

 

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