Move MixinWorldClient into 1.12.2 project
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@@ -1,34 +1,10 @@
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package com.replaymod.replay.mixin;
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import net.minecraft.client.world.ClientWorld;
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import net.minecraft.entity.Entity;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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@Mixin(ClientWorld.class)
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public abstract class MixinWorldClient {
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// Looks like this has finally been fixed in 1.14 (or been moved somewhere else entirely, guess we'll find out)
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//#if MC<11400
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//$$ /**
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//$$ * Fixes a bug in vanilla Minecraft that leaves entities remaining in the entityList even after respawn.
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//$$ * The entityList in WorldClient is a Set that assumes that the entity ID of its entities does not change.
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//$$ * However in {@link WorldClient#addEntityToWorld(int, Entity)}, the entity passed in is first added to the
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//$$ * set and subsequently its id is changed, leaving it stuck in he Set. That is the buggy method.
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//$$ * This wouldn't be too much of a problem if the entity had the correct id to begin with, however the handler for
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//$$ * the spawn player packet creates an EntityOtherPlayerMP which takes its id from a counter and then passes it to
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//$$ * this method with the wrong id.
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//$$ * This mixin fixes the id of the entity before it is added to the set instead of right after.
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//$$ * The original id change right after is not changed, however it should not have any effect.
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//$$ * @param entityId The id to be set for the entity
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//$$ * @param entity The entity to be added
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//$$ * @param ci Callback info
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//$$ */
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//$$ @Inject(method = "addEntityToWorld", at=@At("HEAD"))
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//$$ public void replayModReplay_fix_addEntityToWorld(int entityId, Entity entity, CallbackInfo ci) {
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//$$ entity.setEntityId(entityId);
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//$$ }
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//#endif
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// 1.12.2 and below
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}
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