Fix reported traps in Armor calculation when armor is incomplete - not

sure how this didn't happen more - possibly bukkit behavior change?
This commit is contained in:
Mike Primm 2011-06-23 08:08:33 -05:00
parent f722c6fdc8
commit 244419d686

View File

@ -2,6 +2,7 @@ package org.dynmap;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.bukkit.Material;
public class Armor {
/**
@ -17,7 +18,12 @@ public class Armor {
double baseArmorPoints = 0;
ItemStack inventory[] = player.getInventory().getArmorContents();
for(int i=0;i<inventory.length;i++) {
final short maxDurability = inventory[i].getType().getMaxDurability();
if(inventory[i] == null)
continue;
Material m = inventory[i].getType();
if(m == null)
continue;
final short maxDurability = m.getMaxDurability();
if(maxDurability < 0)
continue;
final short durability = inventory[i].getDurability();