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From my understanding, the issue was caused by the fact that the entity was being teleported in the EntityPortalEnterEvent, and then when EntityPortalEvent is called, the entity is in the middle of a teleportation, which the game may not like, or something like that.
So to fix that I found a way to prevent the default EntityPortalEvent from being called by setting the entity's portal cooldown, and to make it so the event may still be used, I called another EntityPortalEvent.
With that in place, if someone wants to cancel a teleportation or change the destination, it can now be easily done.

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