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Rework skull dropping. Fixes BUKKIT-2930 and BUKKIT-2820
Skulls need their tile entity in order to create an item correctly when broken unlike every other block. Instead of sprinkling special cases all over the code just override dropNaturally for skulls to read from their tile entity and make sure everything that wants to drop them calls this method before removing the block. There is only one case where this wasn't already true so we end up with much less special casing.
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@@ -264,18 +264,13 @@ public class Explosion {
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// CraftBukkit - stop explosions from putting out fire
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if (l > 0 && l != Block.FIRE.id) {
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// CraftBukkit start - special case skulls, add yield
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int data = this.world.getData(i, j, k);
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if (l == Block.SKULL.id) {
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data = Block.SKULL.getDropData(this.world, i, j, k);
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}
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Block block = Block.byId[l];
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if (block.a(this)) {
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block.dropNaturally(this.world, i, j, k, data, event.getYield(), 0);
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// CraftBukkit
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block.dropNaturally(this.world, i, j, k, this.world.getData(i, j, k), event.getYield(), 0);
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}
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// CraftBukkit end
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if (this.world.setRawTypeIdAndData(i, j, k, 0, 0, this.world.isStatic)) {
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this.world.applyPhysics(i, j, k, 0);
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}
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