Fix damageItem's game test not using onBreak callback correctly (#10451)

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Jonathing authored and GitHub committed 2025-02-18 13:18:58 -08:00
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@@ -410,8 +410,8 @@ public interface IForgeItemStack {
* @param damage The amount of damage the item will take before processing
* @param random The random used where the damage is taking place (typically from the level)
* @param player The player holding the item
* @param onBroken The callback for when an item is broken (use this if you plan on cancelling damage that will
* break an item)
* @param onBroken The callback for when an item is broken (<strong>In 1.20.6, this callback will set the stack's
* damage to 0! Make sure to change it back if you do not want it to be deleted.</strong>)
* @return The amount of damage the item should take
*
* @apiNote If the item stack is not {@linkplain ItemStack#isDamageableItem() damageable}, this method will not be