Great solution, but it doesn't prevent it completely. In the NetServerHandler, there is still the lines: if (!this.checkMovement) { d0 =...
does not exist. I had another onEntityDamage passing in an EntityDamageByEntityEvent. Seems that craftbukkit doesn't like overloads so much.
First plugin using the new event API, trying to catch the EntityDamageEvent: @EventHandler(priority=EventPriority.HIGH) public void...
Another win! Kudos, Tyr!
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