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Hit Delay Fix 1.8.9 [exclusive] 〈WORKING〉

Deploy as an optional client-side tweak, enabled by default for all PvP-oriented 1.8.9 modpacks or utilities. Appendix A: Sample code repository (GitHub): [link placeholder] Appendix B: Before/After video demonstration: [link placeholder]

net.minecraft.client.network.NetHandlerPlayClient#handleEntityStatus Case 2 → Entity#performHurtAnimation() . hit delay fix 1.8.9

if (packetIn.getOpCode() == 2) Entity entity = packetIn.getEntity(this.clientController.netClientHandler); if (entity != null && !entity.isEntityInvulnerable()) if (entity.hurtResistantTime <= 0) // Already triggered locally? entity.performHurtAnimation(); Deploy as an optional client-side tweak, enabled by

To avoid playing the hurt animation twice (once local, once when SPacketEntityStatus arrives), add a check: entity

Analysis and Implementation of the Hit Delay Fix for Minecraft 1.8.9

No client-side call to performHurtAnimation() when sendUseEntity is invoked. 4. Solution Overview Implementation method: Override or mix into NetHandlerPlayClient and the player attack logic to immediately call performHurtAnimation() on the target entity right after sending CPacketUseEntity .

In NetHandlerPlayClient#handleEntityStatus :