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Fixes to projectile events to check for null entities.
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@@ -8,8 +8,10 @@ import org.bukkit.craftbukkit.entity.CraftFireball;
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import org.bukkit.craftbukkit.CraftServer;
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import org.bukkit.event.entity.EntityDamageByProjectileEvent;
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import org.bukkit.event.entity.EntityDamageEvent;
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import org.bukkit.event.entity.EntityDamageEvent.DamageCause;
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//CraftBukkit end
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public class EntityFireball extends Entity {
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private int e;
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@@ -35,6 +37,7 @@ public class EntityFireball extends Entity {
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a = 0;
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ap = 0;
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a(1.0F, 1.0F);
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//CraftBukkit start
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CraftServer server = ((WorldServer) this.l).getServer();
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this.bukkitEntity = new CraftFireball(server, this);
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@@ -44,16 +47,11 @@ public class EntityFireball extends Entity {
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protected void a() {}
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public EntityFireball(World world, EntityLiving entityliving, double d1, double d2, double d3) {
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super(world);
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e = -1;
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f = -1;
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ak = -1;
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al = 0;
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am = false;
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a = 0;
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ap = 0;
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// CraftBukkit start
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this(world);
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// CraftBukkit end
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an = entityliving;
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a(1.0F, 1.0F);
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c(entityliving.p, entityliving.q, entityliving.r, entityliving.v, entityliving.w);
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a(p, q, r);
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H = 0.0F;
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@@ -137,11 +135,16 @@ public class EntityFireball extends Entity {
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boolean bounce;
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if (movingobjectposition.g instanceof EntityLiving) {
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CraftServer server = ((WorldServer) this.l).getServer();
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org.bukkit.entity.Entity shooter = (an == null)?null:an.getBukkitEntity();
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org.bukkit.entity.Entity damagee = movingobjectposition.g.getBukkitEntity();
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org.bukkit.entity.Entity projectile = this.getBukkitEntity();
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DamageCause damageCause = EntityDamageEvent.DamageCause.ENTITY_ATTACK;
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int damage = 0;
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//TODO @see EntityArrow#162
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EntityDamageByProjectileEvent edbpe = new EntityDamageByProjectileEvent( an.getBukkitEntity(), movingobjectposition.g.getBukkitEntity(), this.getBukkitEntity(), EntityDamageEvent.DamageCause.ENTITY_ATTACK, 0);
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EntityDamageByProjectileEvent edbpe = new EntityDamageByProjectileEvent(shooter, damagee, projectile, damageCause, damage);
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server.getPluginManager().callEvent(edbpe);
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if(!edbpe.isCancelled()) {
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// this function returns if the fireball should stick or not, i.e. !bounce
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bounce = !movingobjectposition.g.a(((Entity) (an)), edbpe.getDamage());
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