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this is a sucky solution but it works well enough for this scenario. From my research it appears that while the client-side MovementInterpolator is active on the client and hasn't yet reached its target, any teleport sent during the lerp will get overridden by the lerp. This appears to last 3-4 ticks (about 150-200 ms) which explains why this can be reproduced by stopping movement just before the ender pearl lands (human reaction times would make the reproduction unreliable otherwise). Things to note: - All entities are affected by this bug. - MovePlayerPacket appears not to have the problem, but we can't use it because it doesn't work for non-players. - MoveActorAbsolute and MoveActorDelta are both handled by the same code and will have the same lerping bug. This is the cleanest solution I could come up with.
A highly customisable, open source server software for Minecraft: Bedrock Edition written in PHP
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This project is licensed under LGPL-3.0. Please see the LICENSE file for details.
pmmp/PocketMine are not affiliated with Mojang. All brands and trademarks belong to their respective owners. PocketMine-MP is not a Mojang-approved software, nor is it associated with Mojang.
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