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17b58d00d8
This was a useless exception wrapper that ends up making stack traces harder to read as well as the JVM cutting off the important parts Nothing catches this exception, so its safe to just get rid of it and let the REAL exception bubble down
119 lines
4.1 KiB
Diff
119 lines
4.1 KiB
Diff
From acbc0064ddd9eda092bc7a8685c70f8dce6d7060 Mon Sep 17 00:00:00 2001
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From: willies952002 <admin@domnian.com>
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Date: Thu, 26 Jul 2018 02:22:44 -0400
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Subject: [PATCH] Expand ArmorStand API
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Add the following:
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- Add proper methods for getting and setting items in both hands. Deprecates old methods
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- Enable/Disable slot interactions
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diff --git a/src/main/java/org/bukkit/entity/ArmorStand.java b/src/main/java/org/bukkit/entity/ArmorStand.java
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index 859f166f..eda4873d 100644
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--- a/src/main/java/org/bukkit/entity/ArmorStand.java
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+++ b/src/main/java/org/bukkit/entity/ArmorStand.java
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@@ -1,5 +1,6 @@
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package org.bukkit.entity;
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+import org.bukkit.inventory.EquipmentSlot;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.util.EulerAngle;
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@@ -10,7 +11,12 @@ public interface ArmorStand extends LivingEntity {
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* currently holding
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*
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* @return the held item
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+ // Paper start - Deprecate in favor of setItemInMainHand
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+ * @deprecated use {@link ArmorStand#getItem(EquipmentSlot)} instead
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+ * @see ArmorStand#getItem(EquipmentSlot)
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+ // Paper end
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*/
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+ @Deprecated // Paper
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ItemStack getItemInHand();
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/**
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@@ -18,7 +24,12 @@ public interface ArmorStand extends LivingEntity {
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* holding
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*
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* @param item the item to hold
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+ // Paper start - Deprecate in favor of setItemInMainHand
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+ * @deprecated use {@link ArmorStand#setItem(EquipmentSlot, ItemStack)} instead
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+ * @see ArmorStand#setItem(EquipmentSlot, ItemStack)
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+ // Paper end
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*/
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+ @Deprecated // Paper
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void setItemInHand(ItemStack item);
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/**
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@@ -291,5 +302,69 @@ public interface ArmorStand extends LivingEntity {
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* @param tick {@code true} if this armour stand can tick, {@code false} otherwise
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*/
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void setCanTick(final boolean tick);
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+
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+ /**
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+ * Returns the item the armor stand has
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+ * equip in the given equipment slot
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+ *
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+ * @param slot the equipment slot to get
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+ * @return the ItemStack in the equipment slot
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+ */
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+ ItemStack getItem(final org.bukkit.inventory.EquipmentSlot slot);
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+
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+ /**
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+ * Sets the item the armor stand has
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+ * equip in the given equipment slot
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+ *
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+ * @param slot the equipment slot to set
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+ * @param item the item to hold
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+ */
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+ void setItem(final org.bukkit.inventory.EquipmentSlot slot, final ItemStack item);
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+
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+ /**
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+ * Get the list of disabled slots
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+ *
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+ * @return list of disabled slots
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+ */
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+ java.util.Set<org.bukkit.inventory.EquipmentSlot> getDisabledSlots();
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+
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+ /**
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+ * Set the disabled slots
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+ *
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+ * This makes it so a player is unable to interact with the Armor Stand to place, remove, or replace an item in the given slot(s)
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+ * Note: Once a slot is disabled, the only way to get an item back it to break the armor stand.
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+ *
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+ * @param slots var-arg array of slots to lock
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+ */
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+ void setDisabledSlots(org.bukkit.inventory.EquipmentSlot... slots);
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+
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+ /**
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+ * Disable specific slots, adding them
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+ * to the currently disabled slots
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+ *
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+ * This makes it so a player is unable to interact with the Armor Stand to place, remove, or replace an item in the given slot(s)
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+ * Note: Once a slot is disabled, the only way to get an item back it to break the armor stand.
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+ *
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+ * @param slots var-arg array of slots to lock
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+ */
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+ void addDisabledSlots(final org.bukkit.inventory.EquipmentSlot... slots);
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+
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+ /**
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+ * Remove the given slots from the disabled
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+ * slots list, enabling them.
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+ *
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+ * This makes it so a player is able to interact with the Armor Stand to place, remove, or replace an item in the given slot(s)
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+ *
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+ * @param slots var-arg array of slots to unlock
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+ */
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+ void removeDisabledSlots(final org.bukkit.inventory.EquipmentSlot... slots);
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+
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+ /**
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+ * Check if a specific slot is disabled
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+ *
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+ * @param slot The slot to check
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+ * @return {@code true} if the slot is disabled, else {@code false}.
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+ */
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+ boolean isSlotDisabled(org.bukkit.inventory.EquipmentSlot slot);
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// Paper end
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}
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--
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2.20.1
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