Merge pull request #21 from prophile/master

Switch to gender-neutral pronouns
This commit is contained in:
asofold 2014-01-25 15:08:40 -08:00
commit 0bab69e1ac
29 changed files with 78 additions and 78 deletions

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@ -168,7 +168,7 @@ public class BlockBreakListener extends CheckListener {
/** /**
* We listen to PlayerAnimation events because it is (currently) equivalent to "player swings arm" and we want to * We listen to PlayerAnimation events because it is (currently) equivalent to "player swings arm" and we want to
* check if he did that between block breaks. * check if they did that between block breaks.
* *
* @param event * @param event
* the event * the event

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@ -19,7 +19,7 @@ import fr.neatmonster.nocheatplus.utilities.TrigUtil;
* MMMMMMMMMMM * MMMMMMMMMMM
*/ */
/** /**
* The Direction check will find out if a player tried to interact with something that's not in his field of view. * The Direction check will find out if a player tried to interact with something that's not in their field of view.
*/ */
public class Direction extends Check { public class Direction extends Check {
@ -43,14 +43,14 @@ public class Direction extends Check {
boolean cancel = false; boolean cancel = false;
// How far "off" is the player with his aim. We calculate from the players eye location and view direction to // How far "off" is the player with their aim. We calculate from the players eye location and view direction to
// the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0. // the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0.
final Location loc = player.getLocation(); final Location loc = player.getLocation();
final Vector direction = loc.getDirection(); final Vector direction = loc.getDirection();
final double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, block, TrigUtil.DIRECTION_PRECISION); final double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, block, TrigUtil.DIRECTION_PRECISION);
if (off > 0.1D) { if (off > 0.1D) {
// Player failed the check. Let's try to guess how far he was from looking directly to the block... // Player failed the check. Let's try to guess how far they were from looking directly to the block...
final Vector blockEyes = new Vector(0.5 + block.getX() - loc.getX(), 0.5 + block.getY() - loc.getY() - player.getEyeHeight(), 0.5 + block.getZ() - loc.getZ()); final Vector blockEyes = new Vector(0.5 + block.getX() - loc.getX(), 0.5 + block.getY() - loc.getY() - player.getEyeHeight(), 0.5 + block.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length(); final double distance = blockEyes.crossProduct(direction).length() / direction.length();
@ -62,7 +62,7 @@ public class Direction extends Check {
cancel = executeActions(player, data.directionVL, distance, cancel = executeActions(player, data.directionVL, distance,
BlockBreakConfig.getConfig(player).directionActions); BlockBreakConfig.getConfig(player).directionActions);
} else } else
// Player did likely nothing wrong, reduce violation counter to reward him. // Player did likely nothing wrong, reduce violation counter to reward them.
data.directionVL *= 0.9D; data.directionVL *= 0.9D;
return cancel; return cancel;

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@ -16,7 +16,7 @@ import fr.neatmonster.nocheatplus.checks.CheckType;
* d8888P * d8888P
*/ */
/** /**
* We require that the player moves his arm between block breaks, this is what gets checked here. * We require that the player moves their arm between block breaks, this is what gets checked here.
*/ */
public class NoSwing extends Check { public class NoSwing extends Check {
@ -38,14 +38,14 @@ public class NoSwing extends Check {
boolean cancel = false; boolean cancel = false;
// Did he swing his arm before? // Did they swing their arm before?
if (data.noSwingArmSwung) { if (data.noSwingArmSwung) {
// "Consume" the flag. // "Consume" the flag.
data.noSwingArmSwung = false; data.noSwingArmSwung = false;
// Reward with lowering of the violation level. // Reward with lowering of the violation level.
data.noSwingVL *= 0.9D; data.noSwingVL *= 0.9D;
} else { } else {
// He failed, increase violation level. // They failed, increase violation level.
data.noSwingVL += 1D; data.noSwingVL += 1D;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should

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@ -54,12 +54,12 @@ public class Reach extends Check {
final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE; final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE;
// Distance is calculated from eye location to center of targeted block. If the player is further away from his // Distance is calculated from eye location to center of targeted block. If the player is further away from their
// target than allowed, the difference will be assigned to "distance". // target than allowed, the difference will be assigned to "distance".
final double distance = TrigUtil.distance(player.getEyeLocation(), block) - distanceLimit; final double distance = TrigUtil.distance(player.getEyeLocation(), block) - distanceLimit;
if (distance > 0) { if (distance > 0) {
// He failed, increment violation level. // They failed, increment violation level.
data.reachVL += distance; data.reachVL += distance;
// Remember how much further than allowed he tried to reach for logging, if necessary. // Remember how much further than allowed he tried to reach for logging, if necessary.
@ -69,7 +69,7 @@ public class Reach extends Check {
// cancel the event. // cancel the event.
cancel = executeActions(player, data.reachVL, distance, BlockBreakConfig.getConfig(player).reachActions); cancel = executeActions(player, data.reachVL, distance, BlockBreakConfig.getConfig(player).reachActions);
} else{ } else{
// Player passed the check, reward him. // Player passed the check, reward them.
data.reachVL *= 0.9D; data.reachVL *= 0.9D;
} }

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@ -19,7 +19,7 @@ import fr.neatmonster.nocheatplus.utilities.TrigUtil;
* MMMMMMMMMMM * MMMMMMMMMMM
*/ */
/** /**
* The Direction check will find out if a player tried to interact with something that's not in his field of view. * The Direction check will find out if a player tried to interact with something that's not in their field of view.
*/ */
public class Direction extends Check { public class Direction extends Check {
@ -43,13 +43,13 @@ public class Direction extends Check {
boolean cancel = false; boolean cancel = false;
// How far "off" is the player with his aim. We calculate from the players eye location and view direction to // How far "off" is the player with their aim. We calculate from the players eye location and view direction to
// the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0. // the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0.
final Vector direction = loc.getDirection(); final Vector direction = loc.getDirection();
final double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, block, TrigUtil.DIRECTION_PRECISION); final double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, block, TrigUtil.DIRECTION_PRECISION);
if (off > 0.1D) { if (off > 0.1D) {
// Player failed the check. Let's try to guess how far he was from looking directly to the block... // Player failed the check. Let's try to guess how far they were from looking directly to the block...
final Vector blockEyes = new Vector(0.5 + block.getX() - loc.getX(), 0.5 + block.getY() - loc.getY() - player.getEyeHeight(), 0.5 + block.getZ() - loc.getZ()); final Vector blockEyes = new Vector(0.5 + block.getX() - loc.getX(), 0.5 + block.getY() - loc.getY() - player.getEyeHeight(), 0.5 + block.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length(); final double distance = blockEyes.crossProduct(direction).length() / direction.length();
@ -62,7 +62,7 @@ public class Direction extends Check {
// cancel the event. // cancel the event.
cancel = executeActions(player, data.directionVL, distance, cc.directionActions); cancel = executeActions(player, data.directionVL, distance, cc.directionActions);
} else } else
// Player did likely nothing wrong, reduce violation counter to reward him. // Player did likely nothing wrong, reduce violation counter to reward them.
data.directionVL *= 0.9D; data.directionVL *= 0.9D;
return cancel; return cancel;

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@ -53,12 +53,12 @@ public class Reach extends Check {
final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE; final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE;
// Distance is calculated from eye location to center of targeted block. If the player is further away from his // Distance is calculated from eye location to center of targeted block. If the player is further away from their
// target than allowed, the difference will be assigned to "distance". // target than allowed, the difference will be assigned to "distance".
final double distance = TrigUtil.distance(loc.getX(), loc.getY() + player.getEyeHeight(), loc.getZ(), 0.5 + block.getX(), 0.5 + block.getY(), 0.5 + block.getZ()) - distanceLimit; final double distance = TrigUtil.distance(loc.getX(), loc.getY() + player.getEyeHeight(), loc.getZ(), 0.5 + block.getX(), 0.5 + block.getY(), 0.5 + block.getZ()) - distanceLimit;
if (distance > 0) { if (distance > 0) {
// He failed, increment violation level. // They failed, increment violation level.
data.reachVL += distance; data.reachVL += distance;
// Remember how much further than allowed he tried to reach for logging, if necessary. // Remember how much further than allowed he tried to reach for logging, if necessary.
@ -70,7 +70,7 @@ public class Reach extends Check {
vd.setParameter(ParameterName.REACH_DISTANCE, String.valueOf(Math.round(data.reachDistance))); vd.setParameter(ParameterName.REACH_DISTANCE, String.valueOf(Math.round(data.reachDistance)));
cancel = executeActions(vd); cancel = executeActions(vd);
} else } else
// Player passed the check, reward him. // Player passed the check, reward them.
data.reachVL *= 0.9D; data.reachVL *= 0.9D;
return cancel; return cancel;

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@ -75,7 +75,7 @@ public class Visible extends Check {
// TODO: Reachable face check ? // TODO: Reachable face check ?
if (blockX == Location.locToBlock(eyeX) && blockZ == Location.locToBlock(eyeZ) && block.getY() == Location.locToBlock(eyeY)){ if (blockX == Location.locToBlock(eyeX) && blockZ == Location.locToBlock(eyeZ) && block.getY() == Location.locToBlock(eyeY)){
// Player is interacting with the block his head is in. // Player is interacting with the block their head is in.
// TODO: Should the reachable-face-check be done here too (if it is added at all)? // TODO: Should the reachable-face-check be done here too (if it is added at all)?
collides = false; collides = false;
} }

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@ -152,7 +152,7 @@ public class BlockPlaceListener extends CheckListener {
} }
} }
// Second, the no swing check (player doesn't swing his arm when placing a lily pad). // Second, the no swing check (player doesn't swing their arm when placing a lily pad).
if (!cancelled && mat != Material.WATER_LILY && noSwing.isEnabled(player) if (!cancelled && mat != Material.WATER_LILY && noSwing.isEnabled(player)
&& noSwing.check(player, data)) && noSwing.check(player, data))
cancelled = true; cancelled = true;
@ -191,7 +191,7 @@ public class BlockPlaceListener extends CheckListener {
/** /**
* We listen to PlayerAnimation events because it is (currently) equivalent to "player swings arm" and we want to * We listen to PlayerAnimation events because it is (currently) equivalent to "player swings arm" and we want to
* check if he did that between block breaks. * check if they did that between block breaks.
* *
* @param event * @param event
* the event * the event

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@ -19,7 +19,7 @@ import fr.neatmonster.nocheatplus.utilities.TrigUtil;
* MMMMMMMMMMM * MMMMMMMMMMM
*/ */
/** /**
* The Direction check will find out if a player tried to interact with something that's not in his field of view. * The Direction check will find out if a player tried to interact with something that's not in their field of view.
*/ */
public class Direction extends Check { public class Direction extends Check {
@ -44,7 +44,7 @@ public class Direction extends Check {
boolean cancel = false; boolean cancel = false;
// How far "off" is the player with his aim. We calculate from the players eye location and view direction to // How far "off" is the player with their aim. We calculate from the players eye location and view direction to
// the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0. // the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0.
final Location loc = player.getLocation(); final Location loc = player.getLocation();
final Vector direction = loc.getDirection(); final Vector direction = loc.getDirection();
@ -53,7 +53,7 @@ public class Direction extends Check {
// Now check if the player is looking at the block from the correct side. // Now check if the player is looking at the block from the correct side.
double off2 = 0.0D; double off2 = 0.0D;
// Find out against which face the player tried to build, and if he // Find out against which face the player tried to build, and if they
// stood on the correct side of it // stood on the correct side of it
if (placed.getX() > against.getX()) if (placed.getX() > against.getX())
off2 = against.getX() + 0.5D - loc.getX(); off2 = against.getX() + 0.5D - loc.getX();
@ -68,12 +68,12 @@ public class Direction extends Check {
else if (placed.getZ() < against.getZ()) else if (placed.getZ() < against.getZ())
off2 = -(against.getZ() + 0.5D - loc.getZ()); off2 = -(against.getZ() + 0.5D - loc.getZ());
// If he wasn't on the correct side, add that to the "off" value // If they weren't on the correct side, add that to the "off" value
if (off2 > 0.0D) if (off2 > 0.0D)
off += off2; off += off2;
if (off > 0.1D) { if (off > 0.1D) {
// Player failed the check. Let's try to guess how far he was from looking directly to the block... // Player failed the check. Let's try to guess how far they were from looking directly to the block...
final Vector blockEyes = new Vector(0.5 + placed.getX() - loc.getX(), 0.5 + placed.getY() - loc.getY() - player.getEyeHeight(), 0.5 + placed.getZ() - loc.getZ()); final Vector blockEyes = new Vector(0.5 + placed.getX() - loc.getX(), 0.5 + placed.getY() - loc.getY() - player.getEyeHeight(), 0.5 + placed.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length(); final double distance = blockEyes.crossProduct(direction).length() / direction.length();
@ -85,7 +85,7 @@ public class Direction extends Check {
cancel = executeActions(player, data.directionVL, distance, cancel = executeActions(player, data.directionVL, distance,
BlockPlaceConfig.getConfig(player).directionActions); BlockPlaceConfig.getConfig(player).directionActions);
} else } else
// Player did likely nothing wrong, reduce violation counter to reward him. // Player did likely nothing wrong, reduce violation counter to reward them.
data.directionVL *= 0.9D; data.directionVL *= 0.9D;
return cancel; return cancel;

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@ -16,7 +16,7 @@ import fr.neatmonster.nocheatplus.checks.CheckType;
* d8888P * d8888P
*/ */
/** /**
* We require that the player moves his arm between block places, this is what gets checked here. * We require that the player moves their arm between block places, this is what gets checked here.
*/ */
public class NoSwing extends Check { public class NoSwing extends Check {
@ -39,14 +39,14 @@ public class NoSwing extends Check {
boolean cancel = false; boolean cancel = false;
// Did he swing his arm before? // Did they swing their arm before?
if (data.noSwingArmSwung) { if (data.noSwingArmSwung) {
// "Consume" the flag. // "Consume" the flag.
data.noSwingArmSwung = false; data.noSwingArmSwung = false;
// Reward with lowering of the violation level. // Reward with lowering of the violation level.
data.noSwingVL *= 0.9D; data.noSwingVL *= 0.9D;
} else { } else {
// He failed, increase violation level. // They failed, increase violation level.
data.noSwingVL += 1D; data.noSwingVL += 1D;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should

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@ -55,22 +55,22 @@ public class Reach extends Check {
final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE; final double distanceLimit = player.getGameMode() == GameMode.CREATIVE ? CREATIVE_DISTANCE : SURVIVAL_DISTANCE;
// Distance is calculated from eye location to center of targeted block. If the player is further away from his // Distance is calculated from eye location to center of targeted block. If the player is further away from their
// target than allowed, the difference will be assigned to "distance". // target than allowed, the difference will be assigned to "distance".
final double distance = TrigUtil.distance(player.getEyeLocation(), block) - distanceLimit; final double distance = TrigUtil.distance(player.getEyeLocation(), block) - distanceLimit;
if (distance > 0) { if (distance > 0) {
// He failed, increment violation level. // They failed, increment violation level.
data.reachVL += distance; data.reachVL += distance;
// Remember how much further than allowed he tried to reach for logging, if necessary. // Remember how much further than allowed they tried to reach for logging, if necessary.
data.reachDistance = distance; data.reachDistance = distance;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should
// cancel the event. // cancel the event.
cancel = executeActions(player, data.reachVL, distance, BlockPlaceConfig.getConfig(player).reachActions); cancel = executeActions(player, data.reachVL, distance, BlockPlaceConfig.getConfig(player).reachActions);
} else{ } else{
// Player passed the check, reward him. // Player passed the check, reward them.
data.reachVL *= 0.9D; data.reachVL *= 0.9D;
} }

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@ -45,7 +45,7 @@ public class Speed extends Check {
if (data.speedLastRefused) { if (data.speedLastRefused) {
final double difference = cc.speedInterval - System.currentTimeMillis() + data.speedLastTime; final double difference = cc.speedInterval - System.currentTimeMillis() + data.speedLastTime;
// He failed, increase this violation level. // They failed, increase this violation level.
data.speedVL += difference; data.speedVL += difference;
// Execute whatever actions are associated with this check and the violation level and find out if we // Execute whatever actions are associated with this check and the violation level and find out if we
@ -55,7 +55,7 @@ public class Speed extends Check {
data.speedLastRefused = true; data.speedLastRefused = true;
} else { } else {
// Reward him by lowering his violation level. // Reward them by lowering their violation level.
data.speedVL *= 0.9D; data.speedVL *= 0.9D;
data.speedLastRefused = false; data.speedLastRefused = false;

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@ -28,15 +28,15 @@ public class Captcha extends AsyncCheck implements ICaptcha{
public void checkCaptcha(Player player, String message, ChatConfig cc, ChatData data, boolean isMainThread) { public void checkCaptcha(Player player, String message, ChatConfig cc, ChatData data, boolean isMainThread) {
// Correct answer to the captcha? // Correct answer to the captcha?
if (message.equals(data.captchaGenerated)) { if (message.equals(data.captchaGenerated)) {
// Yes, clear his data and do not worry anymore about him. // Yes, clear their data and do not worry anymore about them.
data.reset(); data.reset();
data.captchaStarted = false; data.captchaStarted = false;
player.sendMessage(ColorUtil.replaceColors(cc.captchaSuccess)); player.sendMessage(ColorUtil.replaceColors(cc.captchaSuccess));
} else { } else {
// Increment his tries number counter. // Increment their tries number counter.
data.captchTries++; data.captchTries++;
data.captchaVL ++; data.captchaVL ++;
// Does he failed too much times? // Have they failed too man times?
if (data.captchTries > cc.captchaTries) { if (data.captchTries > cc.captchaTries) {
// Find out if we need to kick the player or not. // Find out if we need to kick the player or not.
executeActions(player, data.captchaVL, 1, cc.captchaActions, executeActions(player, data.captchaVL, 1, cc.captchaActions,

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@ -132,7 +132,7 @@ public class Angle extends Check {
// cancel the event. // cancel the event.
cancel = executeActions(player, data.angleVL, violation, cc.angleActions); cancel = executeActions(player, data.angleVL, violation, cc.angleActions);
} else } else
// Reward the player by lowering his violation level. // Reward the player by lowering their violation level.
data.angleVL *= 0.98D; data.angleVL *= 0.98D;
return cancel; return cancel;

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@ -19,7 +19,7 @@ import fr.neatmonster.nocheatplus.utilities.TrigUtil;
* MMMMMMMMMMM * MMMMMMMMMMM
*/ */
/** /**
* The Direction check will find out if a player tried to interact with something that's not in his field of view. * The Direction check will find out if a player tried to interact with something that's not in their field of view.
*/ */
public class Direction extends Check { public class Direction extends Check {
@ -60,7 +60,7 @@ public class Direction extends Check {
// TODO: allow any hit on the y axis (might just adapt interface to use foot position + height)! // TODO: allow any hit on the y axis (might just adapt interface to use foot position + height)!
// How far "off" is the player with his aim. We calculate from the players eye location and view direction to // How far "off" is the player with their aim. We calculate from the players eye location and view direction to
// the center of the target entity. If the line of sight is more too far off, "off" will be bigger than 0. // the center of the target entity. If the line of sight is more too far off, "off" will be bigger than 0.
final Location loc = player.getLocation(); final Location loc = player.getLocation();
final Vector direction = player.getEyeLocation().getDirection(); final Vector direction = player.getEyeLocation().getDirection();
@ -75,7 +75,7 @@ public class Direction extends Check {
} }
if (off > 0.1) { if (off > 0.1) {
// Player failed the check. Let's try to guess how far he was from looking directly to the entity... // Player failed the check. Let's try to guess how far they were from looking directly to the entity...
final Vector blockEyes = new Vector(dLoc.getX() - loc.getX(), dLoc.getY() + height / 2D - loc.getY() - player.getEyeHeight(), dLoc.getZ() - loc.getZ()); final Vector blockEyes = new Vector(dLoc.getX() - loc.getX(), dLoc.getY() + height / 2D - loc.getY() - player.getEyeHeight(), dLoc.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length(); final double distance = blockEyes.crossProduct(direction).length() / direction.length();
@ -90,7 +90,7 @@ public class Direction extends Check {
// If we should cancel, remember the current time too. // If we should cancel, remember the current time too.
data.directionLastViolationTime = System.currentTimeMillis(); data.directionLastViolationTime = System.currentTimeMillis();
} else } else
// Reward the player by lowering his violation level. // Reward the player by lowering their violation level.
data.directionVL *= 0.8D; data.directionVL *= 0.8D;
// If the player is still in penalty time, cancel the event anyway. // If the player is still in penalty time, cancel the event anyway.
@ -101,7 +101,7 @@ public class Direction extends Check {
if (data.directionLastViolationTime > System.currentTimeMillis()) if (data.directionLastViolationTime > System.currentTimeMillis())
data.directionLastViolationTime = 0; data.directionLastViolationTime = 0;
// He is in penalty time, therefore request cancelling of the event. // They are in penalty time, therefore request cancelling of the event.
return true; return true;
} }

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@ -291,7 +291,7 @@ public class FightListener extends CheckListener implements JoinLeaveListener{
final boolean damagedIsDead = damaged.isDead(); final boolean damagedIsDead = damaged.isDead();
if (damagedPlayer != null && !damagedIsDead) { if (damagedPlayer != null && !damagedIsDead) {
if (!damagedPlayer.isDead() && godMode.isEnabled(damagedPlayer) && godMode.check(damagedPlayer, BridgeHealth.getDamage(event), damagedData)){ if (!damagedPlayer.isDead() && godMode.isEnabled(damagedPlayer) && godMode.check(damagedPlayer, BridgeHealth.getDamage(event), damagedData)){
// It requested to "cancel" the players invulnerability, so set his noDamageTicks to 0. // It requested to "cancel" the players invulnerability, so set their noDamageTicks to 0.
damagedPlayer.setNoDamageTicks(0); damagedPlayer.setNoDamageTicks(0);
} }
if (BridgeHealth.getHealth(damagedPlayer) >= BridgeHealth.getMaxHealth(damagedPlayer)){ if (BridgeHealth.getHealth(damagedPlayer) >= BridgeHealth.getMaxHealth(damagedPlayer)){

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@ -173,7 +173,7 @@ public class GodMode extends Check {
} }
/** /**
* If a player apparently died, make sure he really dies after some time if he didn't already, by setting up a * If a player apparently died, make sure they really die after some time if they didn't already, by setting up a
* Bukkit task. * Bukkit task.
* *
* @param player * @param player
@ -190,9 +190,9 @@ public class GodMode extends Check {
@Override @Override
public void run() { public void run() {
try { try {
// Check again if the player should be dead, and if the game didn't mark him as dead. // Check again if the player should be dead, and if the game didn't mark them as dead.
if (mcAccess.shouldBeZombie(player)){ if (mcAccess.shouldBeZombie(player)){
// Artificially "kill" him. // Artificially "kill" them.
mcAccess.setDead(player, 19); mcAccess.setDead(player, 19);
} }
} catch (final Exception e) {} } catch (final Exception e) {}

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@ -16,7 +16,7 @@ import fr.neatmonster.nocheatplus.checks.CheckType;
* d8888P * d8888P
*/ */
/** /**
* We require that the player moves his arm between attacks, this is basically what gets checked here. * We require that the player moves their arm between attacks, this is basically what gets checked here.
*/ */
public class NoSwing extends Check { public class NoSwing extends Check {
@ -39,13 +39,13 @@ public class NoSwing extends Check {
boolean cancel = false; boolean cancel = false;
// Did he swing his arm before? // Did they swing his arm before?
if (data.noSwingArmSwung) { if (data.noSwingArmSwung) {
// Yes, reward him with reduction of his violation level. // Yes, reward them with reduction of their violation level.
data.noSwingArmSwung = false; data.noSwingArmSwung = false;
data.noSwingVL *= 0.9D; data.noSwingVL *= 0.9D;
} else { } else {
// No, increase his violation level. // No, increase their violation level.
data.noSwingVL += 1D; data.noSwingVL += 1D;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should

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@ -91,7 +91,7 @@ public class Reach extends Check {
final Vector pRel = dRef.toVector().subtract(pRef.toVector()); final Vector pRel = dRef.toVector().subtract(pRef.toVector());
// Distance is calculated from eye location to center of targeted. If the player is further away from his target // Distance is calculated from eye location to center of targeted. If the player is further away from their target
// than allowed, the difference will be assigned to "distance". // than allowed, the difference will be assigned to "distance".
final double lenpRel = pRel.length(); final double lenpRel = pRel.length();
@ -100,7 +100,7 @@ public class Reach extends Check {
final double reachMod = data.reachMod; final double reachMod = data.reachMod;
if (violation > 0) { if (violation > 0) {
// He failed, increment violation level. This is influenced by lag, so don't do it if there was lag. // They failed, increment violation level. This is influenced by lag, so don't do it if there was lag.
if (TickTask.getLag(1000) < 1.5f){ if (TickTask.getLag(1000) < 1.5f){
// TODO: 1.5 is a fantasy value. // TODO: 1.5 is a fantasy value.
data.reachVL += violation; data.reachVL += violation;
@ -124,7 +124,7 @@ public class Reach extends Check {
Improbable.feed(player, (float) (lenpRel - distanceLimit * reachMod) / 4f, System.currentTimeMillis()); Improbable.feed(player, (float) (lenpRel - distanceLimit * reachMod) / 4f, System.currentTimeMillis());
} }
else{ else{
// Player passed the check, reward him. // Player passed the check, reward them.
data.reachVL *= 0.8D; data.reachVL *= 0.8D;
} }
@ -147,7 +147,7 @@ public class Reach extends Check {
data.reachLastViolationTime = 0; data.reachLastViolationTime = 0;
} }
// He is in penalty time, therefore request cancelling of the event. // They are in penalty time, therefore request cancelling of the event.
cancelByPenalty = !cancel; cancelByPenalty = !cancel;
cancel = true; cancel = true;
} }

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@ -56,9 +56,9 @@ public class Drop extends Check {
data.dropCount++; data.dropCount++;
// The player dropped more than he should. // The player dropped more than they should.
if (data.dropCount > cc.dropLimit) { if (data.dropCount > cc.dropLimit) {
// Set his violation level. // Set their violation level.
data.dropVL = data.dropCount - cc.dropLimit; data.dropVL = data.dropCount - cc.dropLimit;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should

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@ -18,7 +18,7 @@ import fr.neatmonster.nocheatplus.utilities.TickTask;
* MMMM M#########M * MMMM M#########M
*/ */
/** /**
* The InstantBow check will find out if a player pulled the string of his bow too fast. * The InstantBow check will find out if a player pulled the string of their bow too fast.
*/ */
public class InstantBow extends Check { public class InstantBow extends Check {
@ -54,7 +54,7 @@ public class InstantBow extends Check {
final long pullDuration = now - (cc.instantBowStrict ? data.instantBowInteract : data.instantBowShoot); final long pullDuration = now - (cc.instantBowStrict ? data.instantBowInteract : data.instantBowShoot);
if ((!cc.instantBowStrict || data.instantBowInteract > 0) && pullDuration >= expectedPullDuration){ if ((!cc.instantBowStrict || data.instantBowInteract > 0) && pullDuration >= expectedPullDuration){
// The player was slow enough, reward him by lowering his violation level. // The player was slow enough, reward them by lowering their violation level.
data.instantBowVL *= 0.9D; data.instantBowVL *= 0.9D;
} }
else if (data.instantBowInteract > now){ else if (data.instantBowInteract > now){
@ -68,7 +68,7 @@ public class InstantBow extends Check {
// TODO: Consider: Allow one time but set yawrate penalty time ? // TODO: Consider: Allow one time but set yawrate penalty time ?
final double difference = (expectedPullDuration - pullDuration) / 100D; final double difference = (expectedPullDuration - pullDuration) / 100D;
// Player was too fast, increase his violation level. // Player was too fast, increase their violation level.
data.instantBowVL += difference; data.instantBowVL += difference;
// Execute whatever actions are associated with this check and the // Execute whatever actions are associated with this check and the

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@ -19,7 +19,7 @@ import fr.neatmonster.nocheatplus.checks.ViolationData;
* MMMM MMMMMMMMMMMM * MMMM MMMMMMMMMMMM
*/ */
/** /**
* The InstantEat check will find out if a player eats his food too fast. * The InstantEat check will find out if a player eats their food too fast.
*/ */
public class InstantEat extends Check { public class InstantEat extends Check {
@ -64,7 +64,7 @@ public class InstantEat extends Check {
else { else {
final double difference = (expectedTimeWhenEatingFinished - time) / 100D; final double difference = (expectedTimeWhenEatingFinished - time) / 100D;
// Player was too fast, increase his violation level. // Player was too fast, increase their violation level.
data.instantEatVL += difference; data.instantEatVL += difference;
// Execute whatever actions are associated with this check and the violation level and find out if we should // Execute whatever actions are associated with this check and the violation level and find out if we should

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@ -232,7 +232,7 @@ public class InventoryListener extends CheckListener implements JoinLeaveListen
Items.checkIllegalEnchantments(player, item.getItemStack()); Items.checkIllegalEnchantments(player, item.getItemStack());
} }
// If the player died, all his items are dropped so ignore him. // If the player died, all their items are dropped so ignore them.
if (event.getPlayer().isDead()) if (event.getPlayer().isDead())
return; return;

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@ -49,7 +49,7 @@ public class MorePackets extends Check {
* *
* Players get assigned a certain amount of "free" packets as a limit initially. Every move packet reduces that * Players get assigned a certain amount of "free" packets as a limit initially. Every move packet reduces that
* limit by 1. If more than 1 second of time passed, the limit gets increased by 22 * time in seconds, up to 50 and * limit by 1. If more than 1 second of time passed, the limit gets increased by 22 * time in seconds, up to 50 and
* he gets a new "setback" location. If the player reaches limit = 0 -> teleport him back to "setback". If there was * they get a new "setback" location. If the player reaches limit = 0 -> teleport them back to "setback". If there was
* a long pause (maybe lag), limit may be up to 100. * a long pause (maybe lag), limit may be up to 100.
* *
* @param player * @param player
@ -76,7 +76,7 @@ public class MorePackets extends Check {
// Take a packet from the buffer. // Take a packet from the buffer.
data.morePacketsBuffer--; data.morePacketsBuffer--;
// Player used up buffer, he fails the check. // Player used up buffer, they fail the check.
if (data.morePacketsBuffer < 0) { if (data.morePacketsBuffer < 0) {
data.morePacketsPackets = -data.morePacketsBuffer; data.morePacketsPackets = -data.morePacketsBuffer;

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@ -85,7 +85,7 @@ public class MorePacketsVehicle extends Check {
return data.getMorePacketsVehicleSetBack(); return data.getMorePacketsVehicleSetBack();
} }
// Player used up buffer, he fails the check. // Player used up buffer, they fail the check.
if (data.morePacketsVehicleBuffer < 0) { if (data.morePacketsVehicleBuffer < 0) {
data.morePacketsVehiclePackets = -data.morePacketsVehicleBuffer; data.morePacketsVehiclePackets = -data.morePacketsVehicleBuffer;

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@ -359,7 +359,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
} }
/** /**
* When a player changes his gamemode, all information related to the moving checks becomes invalid. * When a player changes their gamemode, all information related to the moving checks becomes invalid.
* *
* @param event * @param event
* the event * the event
@ -390,7 +390,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
} }
/** /**
* When a player moves, he will be checked for various suspicious behaviors.<br> * When a player moves, they will be checked for various suspicious behaviors.<br>
* (lowest priority) * (lowest priority)
* *
* @param event * @param event
@ -622,11 +622,11 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
// Morepackets. // Morepackets.
if (newTo == null && cc.morePacketsCheck && !NCPExemptionManager.isExempted(player, CheckType.MOVING_MOREPACKETS) && !player.hasPermission(Permissions.MOVING_MOREPACKETS)) { if (newTo == null && cc.morePacketsCheck && !NCPExemptionManager.isExempted(player, CheckType.MOVING_MOREPACKETS) && !player.hasPermission(Permissions.MOVING_MOREPACKETS)) {
// If he hasn't been stopped by any other check and is handled by the more packets check, execute it. // If it hasn't been stopped by any other check and is handled by the more packets check, execute it.
// TODO: Still feed morepackets even if cancelled. // TODO: Still feed morepackets even if cancelled.
newTo = morePackets.check(player, pFrom, pTo, data, cc); newTo = morePackets.check(player, pFrom, pTo, data, cc);
} else { } else {
// Otherwise we need to clear his data. // Otherwise we need to clear their data.
data.clearMorePacketsData(); data.clearMorePacketsData();
} }
@ -1098,7 +1098,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
System.out.println("[NoCheatPlus] VehicleMoveEvent fired for: " + entityType); System.out.println("[NoCheatPlus] VehicleMoveEvent fired for: " + entityType);
} }
} }
// TODO: Might account for the case of a player letting the vehicle move but not himself (do mind latency). // TODO: Might account for the case of a player letting the vehicle move but not themself (do mind latency).
// Mind that players could be riding horses inside of minecarts etc. // Mind that players could be riding horses inside of minecarts etc.
if (vehicle.getVehicle() != null) { if (vehicle.getVehicle() != null) {
// Do ignore events for vehicles inside of other vehicles. // Do ignore events for vehicles inside of other vehicles.
@ -1154,7 +1154,7 @@ public class MovingListener extends CheckListener implements TickListener, IRemo
newTo = morePacketsVehicle.check(player, from, to, data, cc); newTo = morePacketsVehicle.check(player, from, to, data, cc);
} }
else{ else{
// Otherwise we need to clear his data. // Otherwise we need to clear their data.
data.clearMorePacketsData(); data.clearMorePacketsData();
} }

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@ -573,7 +573,7 @@ public class SurvivalFly extends Check {
return hAllowedDistance; return hAllowedDistance;
} }
// If the player is on ice, give him an higher maximum speed. // If the player is on ice, give them a higher maximum speed.
if (data.sfOnIce > 0) { if (data.sfOnIce > 0) {
hAllowedDistance *= modIce; hAllowedDistance *= modIce;
} }

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@ -503,7 +503,7 @@ public class DefaultConfig extends ConfigFile {
set(ConfPaths.STRINGS + ".ban-ip", "ban-ip [ip]"); set(ConfPaths.STRINGS + ".ban-ip", "ban-ip [ip]");
set(ConfPaths.STRINGS + ".bautosign", start + "failed autosign with [tags]" + end); set(ConfPaths.STRINGS + ".bautosign", start + "failed autosign with [tags]" + end);
set(ConfPaths.STRINGS + ".bbfrequency", start + "tried to break too many blocks within time frame" + end); set(ConfPaths.STRINGS + ".bbfrequency", start + "tried to break too many blocks within time frame" + end);
set(ConfPaths.STRINGS + ".bdirection", start + "tried to interact with a block out of his line of sight" + end); set(ConfPaths.STRINGS + ".bdirection", start + "tried to interact with a block out of their line of sight" + end);
set(ConfPaths.STRINGS + ".bedleave", start + "sends bed leave packets (was not in bed)" + end); set(ConfPaths.STRINGS + ".bedleave", start + "sends bed leave packets (was not in bed)" + end);
set(ConfPaths.STRINGS + ".bpspeed", start + "tried to throw projectiles too quickly" + end); set(ConfPaths.STRINGS + ".bpspeed", start + "tried to throw projectiles too quickly" + end);
set(ConfPaths.STRINGS + ".breach", start + "exceeds block-interact distance ([reachdistance])" + end); set(ConfPaths.STRINGS + ".breach", start + "exceeds block-interact distance ([reachdistance])" + end);
@ -518,7 +518,7 @@ public class DefaultConfig extends ConfigFile {
set(ConfPaths.STRINGS + ".drop", start + "tried to drop more items than allowed" + end); set(ConfPaths.STRINGS + ".drop", start + "tried to drop more items than allowed" + end);
set(ConfPaths.STRINGS + ".dropkick", "ncp delay ncp kick [player] Dropping items too fast."); set(ConfPaths.STRINGS + ".dropkick", "ncp delay ncp kick [player] Dropping items too fast.");
set(ConfPaths.STRINGS + ".fastbreak", start + "tried to break blocks ([blockid]) faster than possible" + end); set(ConfPaths.STRINGS + ".fastbreak", start + "tried to break blocks ([blockid]) faster than possible" + end);
set(ConfPaths.STRINGS + ".fastclick", start + "tried to move items in his inventory too quickly" + end); set(ConfPaths.STRINGS + ".fastclick", start + "tried to move items in their inventory too quickly" + end);
set(ConfPaths.STRINGS + ".fastconsume", start + "consumes [food] [tags] too fast" + end); set(ConfPaths.STRINGS + ".fastconsume", start + "consumes [food] [tags] too fast" + end);
set(ConfPaths.STRINGS + ".fastheal", start + "regenerates health faster than usual" + end); set(ConfPaths.STRINGS + ".fastheal", start + "regenerates health faster than usual" + end);
set(ConfPaths.STRINGS + ".fastplace", start + "tried to place too many blocks" + end); set(ConfPaths.STRINGS + ".fastplace", start + "tried to place too many blocks" + end);

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@ -225,7 +225,7 @@ public class NCPExemptionManager {
for (final CheckType checkType : CheckType.values()) for (final CheckType checkType : CheckType.values())
// Check if player is exempted from something. // Check if player is exempted from something.
if (isExempted(entityId, checkType)) if (isExempted(entityId, checkType))
// If he is, we can't remove him so we return. // If they are, we can't remove them so we return.
return; return;
registeredPlayers.remove(player.getName()); registeredPlayers.remove(player.getName());
} }