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Commit 3f21fd5
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almost flawless firework grim control efly with no rotation spam to stay in place, and incredibly minimal rubberbanding when moving from stationary in mid-air. Seems to be completely reliable from testing
privateval inventory by c.setting("Inventory", true, "Allow using fireworks from the players inventory")
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privateval safetyMargin by c.setting("Safety Margin", 0.2, 0.0..2.0, 0.01, "The time (in seconds) to shorten the firework use delay to account for ping variation", "s")
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val noFlipFlop by c.setting("No Flip Flop", true, "Stops flying completely rather than the usual back and forth.")
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privateval packetGap by c.setting("Packet Gap", 5, 0..100, 1, "The gap between allowing player movement packets to pass") { noFlipFlop }
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privatevar flipFlop =false
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privatevar lastDuration =1.0
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privatevar rotFlipFlop =false
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privatevar lastDuration =-1.0
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privateval fireworkTimer =Timer()
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var still =false
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var moving =false
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// Seems to be a weird bug with fireworks not showing every second or so i'd say.
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// This ensures it stays constant to avoid random stutters
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privatevar shouldHaveFirework =false
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privateval stillTickTimer =TickTimer()
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init {
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listen<TickEvent.Pre> {
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shouldHaveFirework = shouldHaveFirework or player.hasFirework
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if (!player.isGliding) return@listen
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if (fireworkTimer.timePassed(lastDuration.seconds)) {
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