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Bug
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Resolution: Unresolved
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None
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1.20.4, 24w07a, 24w12a, 24w13a, 24w14a, 1.20.5 Pre-Release 1, 1.20.5 Pre-Release 2, 1.20.5 Pre-Release 3, 1.20.5 Pre-Release 4, 1.20.5 Release Candidate 1, 1.20.5 Release Candidate 2, 1.20.5, 1.20.6 Release Candidate 1, 1.20.6, 24w19b, 1.21 Pre-Release 2, 1.21
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None
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Community Consensus
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UI
ENTITY_PLAYER_ATTACK_CRIT and ENTITY_PLAYER_ATTACK_STRONG occur when AttackCooldownProgress > 0.9f. However, CROSSHAIR_ATTACK_INDICATOR_FULL_TEXTURE(crosshair_attack_indicator_full.png) only appears when AttackCooldownProgress >=1.0f.
This bug may confuse new players and those who have switched from an old version of the game to a new one and are just learning about this combat system. Also, this bug gives an advantage to those who know about it.
I expected that crosshair_attack_indicator_full would appear at the moment when critical and strong damage would be available - this moment when AttackCooldownProgress > 0.9f. However, it is not. crosshair_attack_indicator_full appears when AttackCooldownProgress >= 1.0f.
Here are the steps to reproduce this bug:
- Go to Minecraft.
- Be sure that Attack indicator: Crosshair is enabled in video settings
- And hit the entity between AttackCooldownProgress > 0.9f and <1.0f (you can use a sword or any other item)
- And you will see that although a strong and critical attack is possible, at these moments the texture does not appear.
InGameHud.java
CROSSHAIR_ATTACK_INDICATOR_FULL_TEXTURE will appear if bl = true(string 398). bl = true if f >= 1.0(string 392) Cooldown Progress >=1.0f.
PlayerEntity.java
ENTITY_PLAYER_ATTACK_SWEEP(string 1084), ENTITY_PLAYER_ATTACK_CRIT(string 1093) and ENTITY_PLAYER_ATTACK_STRONG(string 1098), will be executed if bl = h > 0.9f(string 1034), variable h contains information about CooldownProgress