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e105354330
Also fixes EntityBreakDoorEvent not having the correct 'to' block data Also standardizes how to handle EntityChangeBlockEvent before a removeBlock or destroyBlock call. Always use 'state.getFluidState().createLegacyBlock()' to get the new state instead of just using the 'air' state.
35 lines
1.7 KiB
Diff
35 lines
1.7 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: MelnCat <melncatuwu@gmail.com>
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Date: Mon, 19 Sep 2022 14:04:13 -0700
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Subject: [PATCH] Add a consumer parameter to ProjectileSource#launchProjectile
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diff --git a/src/main/java/org/bukkit/projectiles/ProjectileSource.java b/src/main/java/org/bukkit/projectiles/ProjectileSource.java
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index eabd8b926ec1c934cd7e77b7cc6adfae16771021..6cb28e65b82198b19f159f8e8334208f7f62d394 100644
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--- a/src/main/java/org/bukkit/projectiles/ProjectileSource.java
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+++ b/src/main/java/org/bukkit/projectiles/ProjectileSource.java
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@@ -31,4 +31,24 @@ public interface ProjectileSource {
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*/
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@NotNull
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public <T extends Projectile> T launchProjectile(@NotNull Class<? extends T> projectile, @Nullable Vector velocity);
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+
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+ // Paper start
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+ /**
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+ * Launches a {@link Projectile} from the ProjectileSource with an
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+ * initial velocity, with the supplied function run before the
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+ * entity is added to the world.
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+ * <br>
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+ * Note that when the function is run, the entity will not be actually in
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+ * the world. Any operation involving such as teleporting the entity is undefined
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+ * until after this function returns.
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+ *
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+ * @param <T> a projectile subclass
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+ * @param projectile class of the projectile to launch
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+ * @param velocity the velocity with which to launch
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+ * @param function the function to be run before the entity is spawned
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+ * @return the launched projectile
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+ */
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+ @NotNull
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+ public <T extends Projectile> T launchProjectile(@NotNull Class<? extends T> projectile, @Nullable Vector velocity, @Nullable org.bukkit.util.Consumer<T> function);
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+ // Paper end
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}
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