Froze time using doDayNightCycle instead of setting the time on UpdateEvent.
Signed-off-by: Aaron Brock <TheMineBench@gmail.com>
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@ -32,6 +32,7 @@ import org.bukkit.event.inventory.InventoryClickEvent;
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import org.bukkit.event.inventory.InventoryType;
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import org.bukkit.event.inventory.InventoryType;
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import org.bukkit.event.player.PlayerQuitEvent;
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import org.bukkit.event.player.PlayerQuitEvent;
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import org.bukkit.event.player.PlayerVelocityEvent;
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import org.bukkit.event.player.PlayerVelocityEvent;
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import org.bukkit.event.weather.WeatherChangeEvent;
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import org.bukkit.scoreboard.DisplaySlot;
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import org.bukkit.scoreboard.DisplaySlot;
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import org.bukkit.scoreboard.Objective;
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import org.bukkit.scoreboard.Objective;
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import org.bukkit.scoreboard.Scoreboard;
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import org.bukkit.scoreboard.Scoreboard;
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@ -121,7 +122,12 @@ public class GameLobbyManager implements Listener, IPacketHandler
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packetHandler.addPacketHandler(this);
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packetHandler.addPacketHandler(this);
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World world = UtilWorld.getWorld("world");
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World world = UtilWorld.getWorld("world");
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world.setTime(6000);
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world.setStorm(false);
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world.setThundering(false);
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world.setGameRuleValue("doDaylightCycle", "false");
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spawn = new Location(world, 0, 104, 0);
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spawn = new Location(world, 0, 104, 0);
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_gameText = new Location(world, 0, 130, 50);
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_gameText = new Location(world, 0, 130, 50);
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@ -752,9 +758,9 @@ public class GameLobbyManager implements Listener, IPacketHandler
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{
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{
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if (event.getType() == UpdateType.FAST)
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if (event.getType() == UpdateType.FAST)
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{
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{
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spawn.getWorld().setTime(6000);
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//spawn.getWorld().setTime(6000);
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spawn.getWorld().setStorm(false);
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//spawn.getWorld().setStorm(false);
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spawn.getWorld().setThundering(false);
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//spawn.getWorld().setThundering(false);
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}
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}
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@ -770,7 +776,16 @@ public class GameLobbyManager implements Listener, IPacketHandler
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ScoreboardDisplay(event);
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ScoreboardDisplay(event);
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ScoreboardSet(event);
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ScoreboardSet(event);
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}
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}
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@EventHandler
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public void onWeather(WeatherChangeEvent event) {
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if (!event.getWorld().equals(spawn.getWorld()))
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return;
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event.setCancelled(true);
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}
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@EventHandler
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@EventHandler
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private void RemoveInvalidEnts(GameStateChangeEvent event)
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private void RemoveInvalidEnts(GameStateChangeEvent event)
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{
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{
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