Player vertical knockback is still desynced
In 1.19.10 (or possibly 1.19.0 or 1.18.30-31) the vertical knockback that iron golems deal to all mobs was changed from 8 blocks to 3 blocks to match Java, fixing the first problem mentioned in MCPE-136616. However, for players there is still a gratuitous client-side adjustment that reduces vertical knockback by 5 or 6 blocks. This was added some time during 1.17, apparently as a botched attempt to bring parity to iron golem vertical knockback. It should be removed because it is not needed and it causes several bizarre effects.
Steps to reproduce
- Open Vertical Knockback Desync.mcworld
. - Stand at 0, -50, 0.
- Equip a diamond chestplate.
- Switch to survival mode.
- Punch the iron golem.
- Switch back to creative mode.
- Have another player join and repeat steps (2) - (4) while you watch from about 10-15 blocks away.
Expected results
The player hit by the iron golem takes 3 blocks of vertical knockback and the following ensues:
- You see your Y coordinate go up from -50 to -47 before going down.
- You take 5 hearts of fall damage when you land at Y = -60 because you fall 13 blocks.
- In multiplayer, you see the other player get launched up 3 blocks then accelerate in a free-fall toward the ground.
Observed results
The player takes 3 blocks of vertical knockback server-side but this gets overridden client-side and the following ensues:
- You see your Y coordinate stay at -50 before going down during the fall.
- You take 2 hearts of fall damage, corresponding to a fall of 7 blocks, because the client subtracts 6 blocks from the vertical knockback. Vertical knockback first person.mp4

- In multiplayer, you see the other player get launched up 3 blocks then glide down slowly for 6 blocks before free-falling toward the ground. Vertical knockback 2nd player view-1.mp4

2022-07-14, 04:59 PM
2024-06-18, 04:37 AM
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