Massive renaming update in nms. If you bypassed Bukkit, you will likely break.

Also minimized all the nms diffs and generic cleanups all around.
This commit is contained in:
Erik Broes
2011-06-27 00:25:01 +02:00
parent 9e5dba8306
commit a98c7ba2c7
126 changed files with 1329 additions and 1772 deletions

View File

@@ -1,15 +1,11 @@
package net.minecraft.server;
// CraftBukkit start
import org.bukkit.block.BlockState;
import org.bukkit.craftbukkit.CraftServer;
import org.bukkit.craftbukkit.CraftWorld;
import org.bukkit.craftbukkit.block.CraftBlockState;
import org.bukkit.craftbukkit.event.CraftEventFactory;
import org.bukkit.entity.Player;
import org.bukkit.event.block.BlockIgniteEvent;
import org.bukkit.event.block.BlockPlaceEvent;
import org.bukkit.event.block.BlockIgniteEvent.IgniteCause;
// CraftBukkit end
public class ItemFlintAndSteel extends Item {
@@ -51,23 +47,18 @@ public class ItemFlintAndSteel extends Item {
if (i1 == 0) {
// CraftBukkit start - store the clicked block
CraftWorld craftWorld = ((WorldServer) world).getWorld();
CraftServer craftServer = ((WorldServer) world).getServer();
org.bukkit.block.Block blockClicked = craftWorld.getBlockAt(i, j, k);
org.bukkit.block.Block blockClicked = world.getWorld().getBlockAt(i, j, k);
Player thePlayer = (Player) entityhuman.getBukkitEntity();
IgniteCause igniteCause = BlockIgniteEvent.IgniteCause.FLINT_AND_STEEL;
BlockIgniteEvent eventIgnite = new BlockIgniteEvent(blockClicked, igniteCause, thePlayer);
craftServer.getPluginManager().callEvent(eventIgnite);
boolean preventFire = eventIgnite.isCancelled();
BlockIgniteEvent eventIgnite = new BlockIgniteEvent(blockClicked, BlockIgniteEvent.IgniteCause.FLINT_AND_STEEL, thePlayer);
world.getServer().getPluginManager().callEvent(eventIgnite);
if (preventFire) {
if (eventIgnite.isCancelled()) {
itemstack.damage(1, entityhuman);
return false;
}
BlockState blockState = CraftBlockState.getBlockState(world, i, j, k);
CraftBlockState blockState = CraftBlockState.getBlockState(world, i, j, k);
// CraftBukkit end
world.makeSound((double) i + 0.5D, (double) j + 0.5D, (double) k + 0.5D, "fire.ignite", 1.0F, b.nextFloat() * 0.4F + 0.8F);