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Since we can assert the event is the same one being generated, we can implicitly cast via the compiler. Just like DataProcessors do, we have some liberty to do this with events.
Using an event bridge, we can better manage when we throw the events on Sponge as a bridge. This has been verified through internal testing when using both a Sponge plugin and a mod event listener.
Enchantments can only reference a ServerLevel, so we keep the injection points in Player, but will override their injection points on ServerPlayer. This will still enable the event being thrown on the client, but only add the DamageModifiers on the server (where they belong).
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This reduces yet another
@Overwriteand re-enables cross platform events for Items being tossed. We still will have our game transactions performing in the background, but for the immediate events, we'll be able to have mod compatibility on this front.