No Jump Delay
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).