idk why it makes the game crash
import { world, system, TicksPerSecond } from "@minecraft/server";
import { dragonFamily, getEntityCom } from "../entry";
system.runInterval(() => {
world.getAllPlayers().forEach( player => {
const checkRide = getEntityCom(player,"riding");
const rot = player.getRotation().x;
if ((rot <= 13 ) && (checkRide != undefined && dragonFamily.includes(checkRide.entityRidingOn.typeId)) && !player.hasTag("fly") && !player.hasTag("flymin")) {
player.addTag("fly");
player.addTag("flymin");
onFlap(player);
}
})
}, TicksPerSecond * 0)
//On Flap
function onFlap(player, delay = 0) {
player.runCommandAsync('/function dragon/onflap');
animFinish(player);
console.warn("onFlap");
let interval = system.runInterval(() => {
const checkRide = getEntityCom(player,"riding");
if (checkRide == undefined || (checkRide != undefined && !dragonFamily.includes(checkRide.entityRidingOn.typeId)) || !player.hasTag("flymin")) {
onExit(player);
system.clearRun(interval);
}
}, TicksPerSecond * delay);
return interval;
}
function onExit(player) {
player.runCommandAsync('/function dragon/onflap_end');
//return system.runTimeout(() => {
player.removeTag("fly");
player.removeTag("flymin");
console.warn("onExit");
//},1)
}
function animFinish(player) {
return system.runTimeout(() => {
player.removeTag("flymin");
}, 10)
}
//Debug
console.warn("flap")