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Living: Get rid of delayed XP spawning, closes #2644
This is not identical to vanilla, but I don't care because it gets rid of edge cases and also makes it easier to integrate with EntityDeathEvent in the future.
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@ -644,6 +644,10 @@ abstract class Living extends Entity implements Damageable{
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foreach($ev->getDrops() as $item){
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$this->getLevel()->dropItem($this, $item);
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}
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//TODO: check death conditions (must have been damaged by player < 5 seconds from death)
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//TODO: allow this number to be manipulated during EntityDeathEvent
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$this->level->dropExperience($this, $this->getXpDropAmount());
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}
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protected function onDeathUpdate(int $tickDiff) : bool{
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@ -651,9 +655,6 @@ abstract class Living extends Entity implements Damageable{
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$this->deadTicks += $tickDiff;
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if($this->deadTicks >= $this->maxDeadTicks){
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$this->endDeathAnimation();
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//TODO: check death conditions (must have been damaged by player < 5 seconds from death)
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$this->level->dropExperience($this, $this->getXpDropAmount());
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}
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}
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