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Fix reported traps in Armor calculation when armor is incomplete - not
sure how this didn't happen more - possibly bukkit behavior change?
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parent
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commit
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@ -2,6 +2,7 @@ package org.dynmap;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.Material;
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public class Armor {
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public class Armor {
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/**
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/**
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@ -17,7 +18,12 @@ public class Armor {
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double baseArmorPoints = 0;
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double baseArmorPoints = 0;
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ItemStack inventory[] = player.getInventory().getArmorContents();
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ItemStack inventory[] = player.getInventory().getArmorContents();
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for(int i=0;i<inventory.length;i++) {
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for(int i=0;i<inventory.length;i++) {
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final short maxDurability = inventory[i].getType().getMaxDurability();
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if(inventory[i] == null)
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continue;
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Material m = inventory[i].getType();
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if(m == null)
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continue;
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final short maxDurability = m.getMaxDurability();
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if(maxDurability < 0)
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if(maxDurability < 0)
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continue;
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continue;
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final short durability = inventory[i].getDurability();
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final short durability = inventory[i].getDurability();
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