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Implemented the concept of a projectile.
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@@ -4,6 +4,8 @@ import java.util.List;
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// CraftBukkit start
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import org.bukkit.craftbukkit.CraftServer;
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import org.bukkit.craftbukkit.entity.CraftLivingEntity;
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import org.bukkit.entity.Projectile;
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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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@@ -17,7 +19,7 @@ public class EntitySnowball extends Entity {
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private int e = 0;
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private boolean f = false;
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public int a = 0;
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private EntityLiving shooter;
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public EntityLiving shooter; // CraftBukkit private -> public
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private int h;
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private int i = 0;
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@@ -151,23 +153,22 @@ public class EntitySnowball extends Entity {
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if (movingobjectposition.entity != null) {
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boolean stick;
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if (movingobjectposition.entity instanceof EntityLiving) {
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CraftServer server = ((WorldServer) this.world).getServer();
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org.bukkit.entity.Entity shooter = (this.shooter == null) ? null : this.shooter.getBukkitEntity();
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CraftServer server = this.world.getServer();
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org.bukkit.entity.Entity damagee = movingobjectposition.entity.getBukkitEntity();
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org.bukkit.entity.Entity projectile = this.getBukkitEntity();
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Projectile projectile = (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 event = new EntityDamageByProjectileEvent(shooter, damagee, projectile, damageCause, damage);
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EntityDamageByProjectileEvent event = new EntityDamageByProjectileEvent(damagee, projectile, damageCause, damage);
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server.getPluginManager().callEvent(event);
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this.shooter = (projectile.getShooter() == null) ? null : ((CraftLivingEntity) projectile.getShooter()).getHandle();
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if (!event.isCancelled()) {
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// this function returns if the snowball should stick or not, i.e. !bounce
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stick = movingobjectposition.entity.damageEntity(this.shooter, event.getDamage());
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} else {
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// event was cancelled, get if the snowball should bounce or not
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if (event.isCancelled()) {
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stick = !event.getBounce();
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} else {
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// this function returns if the snowball should stick in or not, i.e. !bounce
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stick = movingobjectposition.entity.damageEntity(this.shooter, event.getDamage());
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}
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} else {
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stick = movingobjectposition.entity.damageEntity(this.shooter, 0);
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