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Handle deaths after they have been counted and rewarded.
This prevents a problem where players could be rewarded after the game ends
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parent
dbac21aa44
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@ -171,15 +171,6 @@ public class WarEntityListener implements Listener {
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team.teamcast(killMessage);
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team.teamcast(killMessage);
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}
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}
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}
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}
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// this is just an idea for further discussion
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// if (defenderWarzone.getKillCount(d.getName()) >= 5) {
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// defenderTeam.addPoint();
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// for (Team team : defenderWarzone.getTeams()) {
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// team.teamcast(defenderTeam.getKind().getColor() + d.getName() + ChatColor.WHITE + " killed " + attackerTeam.getKind().getColor() + a.getName()
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// + ChatColor.WHITE + " and scored an extra point for their team.");
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// }
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// }
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defenderWarzone.handleDeath(d);
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if (attacker.getEntityId() != defender.getEntityId()) {
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if (attacker.getEntityId() != defender.getEntityId()) {
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defenderWarzone.addKillCount(a.getName(), 1);
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defenderWarzone.addKillCount(a.getName(), 1);
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defenderWarzone.addKillDeathRecord(a, 1, 0);
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defenderWarzone.addKillDeathRecord(a, 1, 0);
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@ -191,7 +182,7 @@ public class WarEntityListener implements Listener {
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War.war.getKillstreakReward().rewardPlayer(a, defenderWarzone.getKillCount(a.getName()));
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War.war.getKillstreakReward().rewardPlayer(a, defenderWarzone.getKillCount(a.getName()));
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}
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}
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}
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}
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defenderWarzone.handleDeath(d);
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if (!defenderWarzone.getWarzoneConfig().getBoolean(WarzoneConfig.REALDEATHS)) {
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if (!defenderWarzone.getWarzoneConfig().getBoolean(WarzoneConfig.REALDEATHS)) {
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// fast respawn, don't really die
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// fast respawn, don't really die
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event.setCancelled(true);
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event.setCancelled(true);
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