Fix #34
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@ -14,6 +14,7 @@ import org.bukkit.entity.Arrow;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Trident;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.EventPriority;
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import org.bukkit.event.entity.EntityCombustByEntityEvent;
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@ -42,11 +43,14 @@ public class EngineCanCombatHappen extends Engine
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event.setCancelled(true);
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Entity damager = event.getDamager();
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if ( ! (damager instanceof Arrow)) return;
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if (damager instanceof Arrow && !(damager instanceof Trident) )
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{
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damager.remove();
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}
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}
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// mainly for flaming arrows; don't want allies or people in safe zones to be ignited even after damage event is cancelled
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@EventHandler(priority = EventPriority.NORMAL, ignoreCancelled = true)
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public void canCombatDamageHappen(EntityCombustByEntityEvent event)
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@ -110,6 +114,7 @@ public class EngineCanCombatHappen extends Engine
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// ... fast evaluate if the attacker is overriding ...
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if (MUtil.isPlayer(eattacker))
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{
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MPlayer mplayer = MPlayer.get(eattacker);
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if (mplayer != null && mplayer.isOverriding()) return true;
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}
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