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feat: rework entity metadata modifying #428
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Snabeldier
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Wenn ich das richtig sehe, gäbe es dann jetzt 2 MetadataModifier...?
Das fände ich als Struktur sehr unglücklich... Kann mas das nicht besser splitten?
Snabeldier
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see latest review (accidently approved)
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Genau, es gibt jetzt 2 MetadataModifier. Die Displays nutzen den allgemeinen Modifier, da eben z.B Änderungen an einer BasePlate irreführend sind. Aus meiner Sicht sind die folgenden Alternativen denkbar:
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Ich würde die Modifiers, die zum FakeArmorstand gehören, zu den anderen modifiers der Displays verschieben. Falls NPC auch noch modifiers hat, dann die ebenfalls. |
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