Moved inventory cleaning to occur after the event is called to preserve the exact state of the inventory for plugin use.

This commit is contained in:
EvilSeph 2011-05-09 15:53:53 -04:00
parent 0faaf5af8a
commit 5ca0a881ad

View File

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