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