[Demonstration 1]

[Buggy Method]
@SubscribeEvent(priority = EventPriority.LOWEST)
public void onEntityDamage(LivingHurtEvent event) {
    if (Modules.energy()) {
        if (event.entityLiving instanceof EntityPlayer) {
            EntityPlayer player = (EntityPlayer) event.entityLiving;
            ItemStack capacitor = getBrainStoneLiveCapacitor(player);
            if (capacitor != null) {
                float newDamage = BrainStone.brainStoneLiveCapacitor().handleDamage(capacitor, event.ammount);
                if (newDamage == 0.0F) {
                    event.setCanceled(true);
                } else {
                    event.ammount = newDamage;
                }
            }
        }
    }
}

[Buggy Hunk]
float newDamage = BrainStone.brainStoneLiveCapacitor().handleDamage(capacitor, event.ammount);

[Patch]
float newDamage = BrainStone.brainStoneLifeCapacitor().handleDamage(capacitor, event.ammount);

[Demonstration 2]

[Buggy Method]
@Override
public void mouseClicked(MouseEvent e) {
    System.out.println("Mouse Click: x:" + position.getX() + " y:" + position.getY());
    if (piece != null)
        System.out.println(piece.printValidPositions());
    board.checkMoveable(board, this, this.getPiece());
}

[Buggy Hunk]
board.checkMoveable(board, this, this.getPiece());

[Patch]
board.checkMoveable(this, this.getPiece());

[Demonstration 3]

[Buggy Method]
private static void tickSlowfall(LivingUpdateEvent event) {
    if (event.entityLiving.isPotionActive(PotionRegistry.slowfall)) {
        if (//now wait here, since if we are a sneaking player we cancel
        event.entityLiving instanceof EntityPlayer) {
            EntityPlayer p = (EntityPlayer) event.entityLiving;
            if (p.isSneaking()) {
                //so fall normally for now
                return;
            }
        }
        //else: so we are either a non-sneaking player, or a non player entity
        //a normal fall seems to go up to 0, -1.2, -1.4, -1.6, then flattens out at -0.078
        if (event.entityLiving.motionY < 0) {
            event.entityLiving.motionY *= ModMain.cfg.slowfallSpeed;
            //for no fall damage
            event.entityLiving.fallDistance = 0f;
        }
    }
}

[Buggy Hunk]
private static void tickSlowfall(LivingUpdateEvent event)

[Patch]
public static void tickSlowfall(LivingUpdateEvent event)