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Moved inventory cleaning to occur after the event is called to preserve the exact state of the inventory for plugin use.
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@ -102,14 +102,12 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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for (int i = 0; i < inventory.items.length; ++i) {
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if (inventory.items[i] != null) {
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loot.add(new CraftItemStack(inventory.items[i]));
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inventory.items[i] = null;
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}
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}
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for (int i = 0; i < inventory.armor.length; ++i) {
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if (inventory.armor[i] != null) {
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loot.add(new CraftItemStack(inventory.armor[i]));
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inventory.armor[i] = null;
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}
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}
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@ -120,6 +118,15 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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EntityDeathEvent event = new EntityDeathEvent(craftEntity, loot);
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server.getPluginManager().callEvent(event);
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// CraftBukkit - we clean the player's inventory after the EntityDeathEvent is called so plugins can get the exact state of the inventory.
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for (int i = 0; i < inventory.items.length; ++i) {
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inventory.items[i] = null;
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}
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for (int i = 0; i < inventory.armor.length; ++i) {
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inventory.armor[i] = null;
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}
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for (org.bukkit.inventory.ItemStack stack: event.getDrops()) {
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cworld.dropItemNaturally(craftEntity.getLocation(), stack);
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}
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