ArmorStand interact does fire any event!

Continuando a discussão do How to deny interact with armorstands?:

In addition, projectiles hiting paintings and itemframes dont fire any event too!

IT does trigger a interact PRIMARY event when you attack the armorstand, but yeah, no interact.Secondary event thrown at all - it should. Its definitely not a block, nor throws an interact with block event, it may be treated as a tile when its plunked down firmly on the ground, but does not throw tile events either… so this looks like a non-implimented thing, an entry forgotten to be added to the responses, or an intentional absence-of-completion of a function to return stuff for armorestands pending further necessary core work…

File a GITHUB notice about how ArmorStand only triggers for InteractEntityEvent.Primary, and not Secondary such as when you equip it with armor. If it is known to be that way for a specific reason, they will offer a counter like "Its not meant to throw that event, it should only throw a change-equipment-event " or such (which doesn’t happen) and explain what a rationale is for it being treated as some other system for event throwing, or at least what it is planned to throw, or they will be able to see a small missing entry in a function to fix, or they will know this is a huge void right now, but you will get the idea out to the developers and let them respond directly with what is supposed to happen, and why it isn’t.

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Both InteractEntityEvent.Primary and InteractEntityEvent.Secondary now work with armor stands.
But Primary doesn’t seem to give an interaction point vector. Also when left clicking, a InteractBlockEvent.Primary seems to also get fired, with BlockSnapshot.NONE.

Yes, firing the event i can cancels the interaction, for me its done.

But now still projectiles removing itemframes and paintinigs (no event fired).