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Implement ability to keep items on death via plugins. Adds BUKKIT-5724
When a player dies their inventory is normally scattered over the the area in which they died. Plugins should be able to modify this behaviour by defining whether or not the player's inventory will be dropped on the ground or waiting for the player when they eventually respawn. This commit implements the methods included in the Bukkit half for the new behaviour by acting upon the boolean flag. The boolean flag is tested prior to clearing the inventory as well as prior to dropping the items on the ground. If the flag is true (indicating "keep inventory"), the items are not removed from the player's inventory and are not dropped on the ground.
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@ -366,7 +366,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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IChatBaseComponent chatmessage = this.aW().b();
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IChatBaseComponent chatmessage = this.aW().b();
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String deathmessage = chatmessage.c();
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String deathmessage = chatmessage.c();
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org.bukkit.event.entity.PlayerDeathEvent event = CraftEventFactory.callPlayerDeathEvent(this, loot, deathmessage);
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org.bukkit.event.entity.PlayerDeathEvent event = CraftEventFactory.callPlayerDeathEvent(this, loot, deathmessage, keepInventory);
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String deathMessage = event.getDeathMessage();
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String deathMessage = event.getDeathMessage();
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@ -379,7 +379,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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}
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}
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// 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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// 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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if (!keepInventory) {
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if (!event.getKeepInventory()) {
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for (int i = 0; i < this.inventory.items.length; ++i) {
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for (int i = 0; i < this.inventory.items.length; ++i) {
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this.inventory.items[i] = null;
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this.inventory.items[i] = null;
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}
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}
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@ -372,9 +372,10 @@ public class CraftEventFactory {
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return event;
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return event;
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}
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}
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public static PlayerDeathEvent callPlayerDeathEvent(EntityPlayer victim, List<org.bukkit.inventory.ItemStack> drops, String deathMessage) {
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public static PlayerDeathEvent callPlayerDeathEvent(EntityPlayer victim, List<org.bukkit.inventory.ItemStack> drops, String deathMessage, boolean keepInventory) {
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CraftPlayer entity = victim.getBukkitEntity();
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CraftPlayer entity = victim.getBukkitEntity();
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PlayerDeathEvent event = new PlayerDeathEvent(entity, drops, victim.getExpReward(), 0, deathMessage);
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PlayerDeathEvent event = new PlayerDeathEvent(entity, drops, victim.getExpReward(), 0, deathMessage);
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event.setKeepInventory(keepInventory);
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org.bukkit.World world = entity.getWorld();
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org.bukkit.World world = entity.getWorld();
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Bukkit.getServer().getPluginManager().callEvent(event);
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Bukkit.getServer().getPluginManager().callEvent(event);
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@ -384,6 +385,10 @@ public class CraftEventFactory {
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victim.expToDrop = event.getDroppedExp();
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victim.expToDrop = event.getDroppedExp();
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victim.newExp = event.getNewExp();
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victim.newExp = event.getNewExp();
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if (event.getKeepInventory()) {
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return event;
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}
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for (org.bukkit.inventory.ItemStack stack : event.getDrops()) {
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for (org.bukkit.inventory.ItemStack stack : event.getDrops()) {
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if (stack == null || stack.getType() == Material.AIR) continue;
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if (stack == null || stack.getType() == Material.AIR) continue;
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