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Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing
Bukkit Changes:
565a5727 #533: Add consumed item, hand and consumeItem boolean to EntityShootBowEvent
CraftBukkit Changes:
927200a9
#718: Add consumed item, hand and consumeItem boolean to EntityShootBowEvent
45 lines
2.1 KiB
Diff
45 lines
2.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sat, 15 Jun 2013 19:52:04 -0400
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Subject: [PATCH] EntityShootBowEvent consumeArrow and getArrowItem API
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Adds ability to get what arrow was shot, and control if it should be consumed.
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diff --git a/src/main/java/org/bukkit/event/entity/EntityShootBowEvent.java b/src/main/java/org/bukkit/event/entity/EntityShootBowEvent.java
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index d4d7ad9c3c953680342c121f39ddaef476549047..719d0d878320c1903b44076053989ba99fa0e92a 100644
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--- a/src/main/java/org/bukkit/event/entity/EntityShootBowEvent.java
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+++ b/src/main/java/org/bukkit/event/entity/EntityShootBowEvent.java
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@@ -22,7 +22,32 @@ public class EntityShootBowEvent extends EntityEvent implements Cancellable {
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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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+ // Paper start
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+ @Deprecated
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+ public void setConsumeArrow(boolean consumeArrow) {
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+ this.setConsumeItem(consumeArrow);
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+ }
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+
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+ @Deprecated
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+ public boolean getConsumeArrow() {
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+ return this.shouldConsumeItem();
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+ }
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+
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+ @NotNull @Deprecated
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+ public ItemStack getArrowItem() {
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+ return this.getConsumable();
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+ }
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+
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+ @Deprecated
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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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+ this(shooter, bow, new ItemStack(org.bukkit.Material.AIR), projectile, force);
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+ }
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+ @Deprecated
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+ public EntityShootBowEvent(@NotNull final LivingEntity shooter, @Nullable final ItemStack bow, @NotNull ItemStack arrowItem, @NotNull final Entity projectile, final float force) {
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+ this(shooter, bow, arrowItem, projectile, EquipmentSlot.HAND, force, true);
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+ }
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+ // Paper end
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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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this.bow = bow;
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