[Bleeding] Moved projectile EntityDamageByEntityEvent's to event factory. Addresses BUKKIT-775

This commit is contained in:
Feildmaster
2012-02-10 08:32:11 -06:00
committed by EvilSeph
parent 5316c43a82
commit b06719dd03
7 changed files with 41 additions and 154 deletions

View File

@@ -1,14 +1,12 @@
package net.minecraft.server;
import org.bukkit.Bukkit;
// CraftBukkit start
import org.bukkit.Location;
import org.bukkit.entity.Animals;
import org.bukkit.entity.CreatureType;
import org.bukkit.entity.Projectile;
import org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason;
import org.bukkit.event.entity.EntityDamageByEntityEvent;
import org.bukkit.event.entity.EntityDamageEvent;
import org.bukkit.event.player.PlayerEggThrowEvent;
// CraftBukkit end
public class EntityEgg extends EntityProjectile {
@@ -27,25 +25,7 @@ public class EntityEgg extends EntityProjectile {
protected void a(MovingObjectPosition movingobjectposition) {
// CraftBukkit start
if (movingobjectposition.entity != null) {
boolean stick;
if (movingobjectposition.entity instanceof EntityLiving || movingobjectposition.entity instanceof EntityComplexPart) {
org.bukkit.entity.Entity damagee = movingobjectposition.entity.getBukkitEntity();
Projectile projectile = (Projectile) this.getBukkitEntity();
EntityDamageByEntityEvent event = new EntityDamageByEntityEvent(projectile, damagee, EntityDamageEvent.DamageCause.PROJECTILE, 0);
Bukkit.getPluginManager().callEvent(event);
if (event.isCancelled()) {
stick = !projectile.doesBounce();
} else {
// this function returns if the egg should stick in or not, i.e. !bounce
stick = movingobjectposition.entity.damageEntity(DamageSource.projectile(this, this.shooter), event.getDamage());
}
} else {
stick = movingobjectposition.entity.damageEntity(DamageSource.projectile(this, this.shooter), 0);
}
if (stick) {
if (org.bukkit.craftbukkit.event.CraftEventFactory.handleProjectileEvent((org.bukkit.entity.Projectile) this.getBukkitEntity(), movingobjectposition.entity, DamageSource.projectile(this, this.shooter), 0)) {
; // Original code does nothing *yet*
}
}