No Jump Delay

No_Jump_Delay Combat HIGH +7 score

🎮 Minecraft Gameplay Impact

In vanilla Minecraft, whenever a living entity jumps, LivingEntity.jumpingCooldown is set to 10 ticks (0.5 seconds). While this countdown is greater than zero, the player cannot initiate another jump from the ground. Cheat modifications reset jumpingCooldown to 0 on every client tick, allowing uninterrupted continuous jumping without ground friction delays, resulting in automated bunnyhopping and increased travel speed.

🔍 Functions & APIs Analyzed

LivingEntity.jumpingCooldown

Internal tick counter (field_6228) that prevents consecutive jumps on consecutive ticks.

LivingEntity.tickMovement

Living entity physics and movement step method (method_6007).

💻 Mod Implementation (Dev Source / Mapped)

// Developer Source (Fabric / Yarn mappings)
@Mixin(LivingEntity.class)
public abstract class LivingEntityMixin {
    @Shadow
    private int jumpingCooldown;

    @Inject(method = "tickMovement", at = @At("HEAD"))
    private void removeJumpDelay(CallbackInfo ci) {
        if ((Object) this instanceof ClientPlayerEntity) {
            this.jumpingCooldown = 0;
        }
    }
}

⚙️ Decompiled Representation (Vineflower View)

// Decompiled with Vineflower 1.12 (Intermediary mappings)
@Mixin(class_1309.class)
public abstract class LivingEntityMixin {
    @Shadow
    private int field_6228;

    @Inject(method = "method_6007()V", at = @At("HEAD"))
    private void removeJumpDelay(CallbackInfo ci) {
        if (this instanceof class_746) {
            this.field_6228 = 0;
        }
    }
}

🛡️ Bytecode Signature & Static Detection

Matches references to LivingEntity.jumpingCooldown (class_1309.field_6228 / field_70773_bE / m_21168_) alongside Mixin injection or shadow annotations (@Inject, @Shadow, @Accessor).