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Spawn protection now only when using respawntimer
Closes gh-469. CTF stalemates cause by buggy spawn protection are gone. Woohoo!
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@ -63,8 +63,6 @@ public class WarEntityListener implements Listener {
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Entity attacker = event.getDamager();
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Entity defender = event.getEntity();
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//DamageCause cause = event.getCause();
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//War.war.log(cause.toString(), Level.INFO);
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// Maybe an arrow was thrown
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if (attacker != null && event.getDamager() instanceof Projectile && ((Projectile)event.getDamager()).getShooter() instanceof Player){
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attacker = ((Player)((Projectile)event.getDamager()).getShooter());
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@ -81,24 +79,9 @@ public class WarEntityListener implements Listener {
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if ((attackerTeam != null && defenderTeam != null && attackerTeam != defenderTeam && attackerWarzone == defenderWarzone)
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|| (attackerTeam != null && defenderTeam != null && attacker.getEntityId() == defender.getEntityId())) {
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// Make sure one of the players isn't in the spawn
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if (defenderTeam.getSpawnVolume().contains(d.getLocation())) { // attacking person in spawn
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if (!defenderWarzone.isFlagThief(d.getName())
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&& !defenderWarzone.isBombThief(d.getName())) { // thieves can always be attacked
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War.war.badMsg(a, "Can't attack a player that's inside his team's spawn.");
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event.setCancelled(true);
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return;
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}
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} else if (attackerTeam.getSpawnVolume().contains(a.getLocation()) && !attackerTeam.getSpawnVolume().contains(d.getLocation())) {
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// only let a player inside spawn attack an enemy player if that player enters the spawn
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if (!attackerWarzone.isFlagThief(a.getName())
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&& !defenderWarzone.isBombThief(d.getName())) { // thieves can always attack
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War.war.badMsg(a, "Can't attack a player from inside your spawn.");
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event.setCancelled(true);
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return;
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}
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// Make sure none of them are respawning
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} else if (defenderWarzone.isRespawning(d)) {
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if (defenderWarzone.isRespawning(d)) {
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War.war.badMsg(a, "The target is currently respawning!");
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event.setCancelled(true);
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return;
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