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Fire bug fix
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f5ecb69722
commit
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@ -18,6 +18,7 @@ import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.block.Block;
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import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.command.CommandSender;
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import org.bukkit.command.CommandSender;
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import org.bukkit.entity.Enderman;
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import org.bukkit.entity.Enderman;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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@ -1464,6 +1465,35 @@ public class EngineMain extends EngineAbstract
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}
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}
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}
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}
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// Check for punching out fires where players should not be able to
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@SuppressWarnings("deprecation")
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@EventHandler(priority = EventPriority.NORMAL)
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public void blockBuild(PlayerInteractEvent event)
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{
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// ... if it is a left click on block ...
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if (event.getAction() != Action.LEFT_CLICK_BLOCK) return;
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// .. and the clicked block is not null ...
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if (event.getClickedBlock() == null) return;
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Block potentialBlock = event.getClickedBlock().getRelative(BlockFace.UP, 1);
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// .. and the potential block is not null ...
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if (potentialBlock == null) return;
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// ... and we're only going to check for fire ... (checking everything else would be bad performance wise)
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if (potentialBlock.getType() != Material.FIRE) return;
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// ... check if they can build ...
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if (canPlayerBuildAt(event.getPlayer(), PS.valueOf(potentialBlock), true)) return;
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// ... nope, cancel it
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event.setCancelled(true);
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// .. and compensate for client side prediction
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event.getPlayer().sendBlockChange(potentialBlock.getLocation(), potentialBlock.getType(), potentialBlock.getState().getRawData());
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}
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// -------------------------------------------- //
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// -------------------------------------------- //
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// ASSORTED BUILD AND INTERACT
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// ASSORTED BUILD AND INTERACT
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// -------------------------------------------- //
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// -------------------------------------------- //
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