Expose API for managing and using GameRules. Adds BUKKIT-2757
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@@ -230,16 +230,19 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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}
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java.util.List<org.bukkit.inventory.ItemStack> loot = new java.util.ArrayList<org.bukkit.inventory.ItemStack>();
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boolean keepInventory = this.world.getGameRules().getBoolean("keepInventory");
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for (int i = 0; i < this.inventory.items.length; ++i) {
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if (this.inventory.items[i] != null) {
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loot.add(new CraftItemStack(this.inventory.items[i]));
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if (!keepInventory) {
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for (int i = 0; i < this.inventory.items.length; ++i) {
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if (this.inventory.items[i] != null) {
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loot.add(new CraftItemStack(this.inventory.items[i]));
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}
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}
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}
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for (int i = 0; i < this.inventory.armor.length; ++i) {
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if (this.inventory.armor[i] != null) {
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loot.add(new CraftItemStack(this.inventory.armor[i]));
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for (int i = 0; i < this.inventory.armor.length; ++i) {
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if (this.inventory.armor[i] != null) {
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loot.add(new CraftItemStack(this.inventory.armor[i]));
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}
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}
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}
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@@ -252,12 +255,14 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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}
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// CraftBukkit - we clean the player's inventory after the EntityDeathEvent is called so plugins can get the exact state of the inventory.
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for (int i = 0; i < this.inventory.items.length; ++i) {
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this.inventory.items[i] = null;
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}
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if (!keepInventory) {
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for (int i = 0; i < this.inventory.items.length; ++i) {
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this.inventory.items[i] = null;
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}
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for (int i = 0; i < this.inventory.armor.length; ++i) {
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this.inventory.armor[i] = null;
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for (int i = 0; i < this.inventory.armor.length; ++i) {
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this.inventory.armor[i] = null;
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}
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}
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this.closeInventory();
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@@ -767,11 +767,12 @@ public class WorldServer extends World implements org.bukkit.BlockChangeDelegate
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explosion.b = flag1;
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explosion.a();
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explosion.a(false);
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*/
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// CraftBukkit end - TODO: Check if explosions are still properly implemented
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if (!flag1) {
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explosion.blocks.clear();
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}
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*/
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// CraftBukkit end - TODO: Check if explosions are still properly implemented
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Iterator iterator = this.players.iterator();
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