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#533: Add consumed item, hand and consumeItem boolean to EntityShootBowEvent
By: Parker Hawke <hawkeboyz2@hotmail.com>
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parent
aee1e203cd
commit
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@ -2,8 +2,10 @@ package org.bukkit.event.entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.event.Cancellable;
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import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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import org.bukkit.event.HandlerList;
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import org.bukkit.inventory.EquipmentSlot;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.ItemStack;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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import org.jetbrains.annotations.Nullable;
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@ -14,15 +16,21 @@ import org.jetbrains.annotations.Nullable;
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public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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private static final HandlerList handlers = new HandlerList();
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private final ItemStack bow;
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private final ItemStack bow;
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private final ItemStack consumable;
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private Entity projectile;
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private Entity projectile;
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private final EquipmentSlot hand;
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private final float force;
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private final float force;
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private boolean consumeItem;
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private boolean cancelled;
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private boolean cancelled;
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public EntityShootBowEvent(@NotNull final LivingEntity shooter, @Nullable final ItemStack bow, @NotNull final Entity projectile, final float force) {
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public EntityShootBowEvent(@NotNull final LivingEntity shooter, @Nullable final ItemStack bow, @Nullable final ItemStack consumable, @NotNull final Entity projectile, @NotNull final EquipmentSlot hand, final float force, final boolean consumeItem) {
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super(shooter);
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super(shooter);
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this.bow = bow;
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this.bow = bow;
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this.consumable = consumable;
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this.projectile = projectile;
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this.projectile = projectile;
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this.hand = hand;
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this.force = force;
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this.force = force;
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this.consumeItem = consumeItem;
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}
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}
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@NotNull
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@NotNull
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@ -41,6 +49,19 @@ public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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return bow;
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return bow;
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}
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}
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/**
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* Get the ItemStack to be consumed in this event (if any).
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*
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* For instance, bows will consume an arrow ItemStack in a player's
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* inventory.
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*
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* @return the consumable item
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*/
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@Nullable
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public ItemStack getConsumable() {
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return consumable;
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}
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/**
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/**
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* Gets the projectile which will be launched by this event
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* Gets the projectile which will be launched by this event
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*
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*
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@ -60,6 +81,16 @@ public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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this.projectile = projectile;
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this.projectile = projectile;
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}
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}
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/**
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* Get the hand from which the bow was shot.
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*
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* @return the hand
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*/
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@NotNull
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public EquipmentSlot getHand() {
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return hand;
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}
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/**
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/**
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* Gets the force the arrow was launched with
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* Gets the force the arrow was launched with
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*
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*
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@ -69,6 +100,32 @@ public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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return force;
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return force;
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}
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}
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/**
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* Set whether or not the consumable item should be consumed in this event.
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*
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* If set to false, it is recommended that a call to
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* {@link Player#updateInventory()} is made as the client may disagree with
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* the server's decision to not consume a consumable item.
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* <p>
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* This value is ignored for entities where items are not required
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* (skeletons, pillagers, etc.) or with crossbows (as no item is being
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* consumed).
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*
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* @param consumeItem whether or not to consume the item
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*/
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public void setConsumeItem(boolean consumeItem) {
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this.consumeItem = consumeItem;
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}
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/**
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* Get whether or not the consumable item should be consumed in this event.
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*
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* @return true if consumed, false otherwise
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*/
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public boolean shouldConsumeItem() {
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return consumeItem;
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}
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@Override
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@Override
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public boolean isCancelled() {
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public boolean isCancelled() {
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return cancelled;
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return cancelled;
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