bc_ef_compat-1.0.2.jar
Curse Maven Snippet
What's new
What's Changed in 1.0.2
Fixed
- BC/EF re-login sync race: Better Combat's
ClientNetwork(ConfigSync packet handler) unconditionally setsBetterCombatClient.ENABLED = trueon every server/world join, regardless of the player's current Epic Fight mode. SinceChangePlayerModeEventonly fires on an actual mode change, a player who saved while already in EF battle mode would rejoin withENABLEDstucktrue, causing EF and BC to both intercept the same left-click at once (attacks getting eaten or misfiring). Now force-resynced against the actual current EF mode a few ticks after joining. - efn/yamato weapons were being auto-registered to Better Combat: The exclusion logic for
efn:andcdmoveset:*yamato*items lived below the built-in category checks, so it was effectively dead code (cdmoveset:yamatoitems register under the built-inTACHI/SWORDcategory, not a customYAMATOone, so the earlier check always returned first). Moved the exclusion to the top of the mapping function, and it now force-clears any existing BC registration for these items instead of just skipping new ones. - Other players' Better Combat weapon poses could be incorrectly hidden in multiplayer:
BCPoseOverrideMixinwas checkingMinecraft.getInstance().player(always the local player) instead of the entity actually being animated (this). As a result, whenever the local player was in EF battle mode, every other visible player's BC weapon pose was hidden too. Now checks the correct entity. - A single bad item could silently abort the whole weapon auto-registration pass: Wrapped per-item processing in
WeaponAutoRegistrarin a try/catch so one failure no longer skips registration for the rest of the item registry. - Mod list showed the wrong version:
mods.tomlhad a hardcodedversion="0.1.0"instead of using the${mod_version}template; the mod list now shows the actual build version.
Added
- Diagnostic logging (tagged
[efbcswitch]) for weapon auto-registration and EF/BC sync state.
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