Added some extra checks to Blood

Should resolve possible NPE and Material.AIR issues along
This commit is contained in:
xGamingDudex 2016-02-16 18:48:27 +01:00
parent 2d5868657a
commit 10e89a228e

View File

@ -54,22 +54,28 @@ public class Blood extends MiniPlugin
@EventHandler(priority = EventPriority.MONITOR)
public void display(BloodEvent event)
{
for (int i = 0 ; i < event.getParticles() ; i++)
if(event.isCancelled()) return;
if(event.getMaterial() != null && event.getMaterial() != Material.AIR)
{
Item item = event.getLocation().getWorld().dropItem(event.getLocation(),
new ItemBuilder(event.getMaterial(), 1, event.getMaterialData()).setTitle("" + System.nanoTime()).build());
for (int i = 0 ; i < event.getParticles() ; i++)
{
Item item = event.getLocation().getWorld().dropItem(event.getLocation(),
new ItemBuilder(event.getMaterial(), 1, event.getMaterialData()).setTitle("" + System.nanoTime()).build());
item.setVelocity(new Vector((Math.random() - 0.5)*event.getVelocityMult(),Math.random()*event.getVelocityMult(),(Math.random() - 0.5)*event.getVelocityMult()));
item.setVelocity(new Vector((Math.random() - 0.5)*event.getVelocityMult(),Math.random()*event.getVelocityMult(),(Math.random() - 0.5)*event.getVelocityMult()));
item.setPickupDelay(999999);
item.setPickupDelay(999999);
_blood.put(item, event.getTicks());
_blood.put(item, event.getTicks());
}
}
if (event.getBloodStep())
event.getLocation().getWorld().playEffect(event.getLocation(), Effect.STEP_SOUND, 55);
event.getLocation().getWorld().playSound(event.getLocation(), event.getSound(), event.getSoundVolume(), event.getSoundPitch());
if(event.getSound() != null)
event.getLocation().getWorld().playSound(event.getLocation(), event.getSound(), event.getSoundVolume(), event.getSoundPitch());
}
@EventHandler