Generic cleaning
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@@ -15,7 +15,7 @@ public class EntityCombustByBlockEvent extends EntityCombustEvent {
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/**
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* The combuster can be lava or a block that is on fire.
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*
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* <p />
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* WARNING: block may be null.
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*
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* @return the Block that set the combustee alight.
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@@ -36,7 +36,7 @@ public class EntityCombustEvent extends EntityEvent implements Cancellable {
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/**
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* The number of seconds the combustee should be alight for.
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*
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* <p />
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* This value will only ever increase the combustion time, not decrease existing combustion times.
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*
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* @param duration the time in seconds to be alight for.
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@@ -68,97 +68,97 @@ public class EntityDamageEvent extends EntityEvent implements Cancellable {
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/**
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* Damage caused when an entity contacts a block such as a Cactus.
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*
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* <p />
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* Damage: 1 (Cactus)
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*/
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CONTACT,
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/**
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* Damage caused when an entity attacks another entity.
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*
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* <p />
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* Damage: variable
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*/
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ENTITY_ATTACK,
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/**
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* Damage caused when attacked by a projectile.
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*
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* <p />
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* Damage: variable
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*/
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PROJECTILE,
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/**
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* Damage caused by being put in a block
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*
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* <p />
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* Damage: 1
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*/
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SUFFOCATION,
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/**
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* Damage caused when an entity falls a distance greater than 3 blocks
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*
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* <p />
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* Damage: fall height - 3.0
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*/
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FALL,
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/**
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* Damage caused by direct exposure to fire
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*
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* <p />
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* Damage: 1
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*/
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FIRE,
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/**
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* Damage caused due to burns caused by fire
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*
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* <p />
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* Damage: 1
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*/
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FIRE_TICK,
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/**
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* Damage caused by direct exposure to lava
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*
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* <p />
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* Damage: 4
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*/
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LAVA,
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/**
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* Damage caused by running out of air while in water
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*
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* <p />
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* Damage: 2
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*/
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DROWNING,
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/**
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* Damage caused by being in the area when a block explodes.
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*
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* <p />
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* Damage: variable
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*/
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BLOCK_EXPLOSION,
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/**
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* Damage caused by being in the area when an entity, such as a Creeper, explodes.
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*
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* <p />
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* Damage: variable
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*/
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ENTITY_EXPLOSION,
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/**
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* Damage caused by falling into the void
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*
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* <p />
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* Damage: 4 for players
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*/
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VOID,
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/**
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* Damage caused by being struck by lightning
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*
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* <p />
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* Damage: 5
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*/
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LIGHTNING,
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/**
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* Damage caused by committing suicide using the command "/kill"
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*
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* <p />
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* Damage: 1000
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*/
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SUICIDE,
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/**
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* Damage caused by starving due to having an empty hunger bar
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*
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* <p />
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* Damage: 1
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*/
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STARVATION,
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/**
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* Custom damage.
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*
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* <p />
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* Damage: variable
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*/
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CUSTOM
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@@ -172,7 +172,7 @@ public class EntityListener implements Listener {
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/**
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* Called when an entity creates a portal.
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*
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*
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* @param event Relevant event details
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*/
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public void onEntityCreatePortalEvent(EntityCreatePortalEvent event) {}
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@@ -51,7 +51,7 @@ public class EntityTargetEvent extends EntityEvent implements Cancellable {
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* Set the entity that you want the mob to target instead.
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* It is possible to be null, null will cause the entity to be
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* target-less.
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*
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* <p />
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* This is different from cancelling the event. Cancelling the event
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* will cause the entity to keep an original target, while setting to be
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* null will cause the entity to be reset
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@@ -19,11 +19,11 @@ public class PlayerDeathEvent extends EntityDeathEvent {
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public PlayerDeathEvent(Player player, List<ItemStack> drops, int droppedExp, String deathMessage) {
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this(player, drops, droppedExp, 0, deathMessage);
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}
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public PlayerDeathEvent(Player player, List<ItemStack> drops, int droppedExp, int newExp, String deathMessage) {
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this(player, drops, droppedExp, newExp, 0, 0, deathMessage);
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}
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public PlayerDeathEvent(Player player, List<ItemStack> drops, int droppedExp, int newExp, int newTotalExp, int newLevel, String deathMessage) {
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super(player, drops, droppedExp);
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this.newExp = newExp;
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@@ -73,59 +73,59 @@ public class PlayerDeathEvent extends EntityDeathEvent {
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public void setNewExp(int exp) {
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newExp = exp;
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}
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/**
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* Gets the Level the Player should have at respawn.
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*
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*
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* @return New Level of the respawned player
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*/
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public int getNewLevel() {
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return newLevel;
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}
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/**
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* Sets the Level the Player should have at respawn.
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*
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*
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* @get level New Level of the respawned player
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*/
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public void setNewLevel(int level) {
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newLevel = level;
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}
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/**
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* Gets the Total EXP the Player should have at respawn.
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*
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*
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* @return New Total EXP of the respawned player
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*/
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public int getNewTotalExp() {
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return newTotalExp;
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}
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/**
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* Sets the Total EXP the Player should have at respawn.
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*
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*
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* @get totalExp New Total EXP of the respawned player
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*/
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public void setNewTotalExp(int totalExp) {
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newTotalExp = totalExp;
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}
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/**
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* Gets if the Player should keep all EXP at respawn.
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* <p>
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* This flag overrides other EXP settings
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*
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*
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* @return True if Player should keep all pre-death exp
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*/
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public boolean getKeepLevel() {
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return keepLevel;
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}
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/**
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* Sets if the Player should keep all EXP at respawn.
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* <p>
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* This overrides all other EXP settings
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*
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*
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* @param keepLevel True to keep all current value levels
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*/
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public void setKeepLevel(boolean keepLevel) {
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