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Upstream has released updates that appear to apply and compile correctly Paper Changes: PaperMC/Paper@862299b "Downgrade" Vineflower to 1.10.1 release (#10423) PaperMC/Paper@9e886c4 Remove dead code (LegacyResult) (#10411) PaperMC/Paper@3b078f8 Add API for ticking fluids (#10435) PaperMC/Paper@908b814 Fix inventory desync with PlayerLeashEntityEvent (#10436) PaperMC/Paper@3af1346 Allow setting player list name early PaperMC/Paper@a033033 Added chunk view API (#10398) PaperMC/Paper@c5f68ff Add CartographyItemEvent and get/setResult for CartographyInventory (#10396) PaperMC/Paper@fc53ff5 Add Configuration for finding Structures outside World Border (#10437) PaperMC/Paper@a6b6ecd More Raid API (#7537)
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: SageSphinx63920 <sage@sagesphinx63920.dev>
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Date: Mon, 26 Dec 2022 23:42:37 +0100
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Subject: [PATCH] Add PreExplodeEvents
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diff --git a/src/main/java/net/minecraft/world/level/Explosion.java b/src/main/java/net/minecraft/world/level/Explosion.java
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index 9b5da37a532595541eaac0a4607aff9045a20ff3..0be03430d8257d918b7cf646af518473ae027399 100644
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--- a/src/main/java/net/minecraft/world/level/Explosion.java
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+++ b/src/main/java/net/minecraft/world/level/Explosion.java
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@@ -429,6 +429,23 @@ public class Explosion {
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return;
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}
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// CraftBukkit end
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+
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+ // Purpur start - add PreExplodeEvents
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+ if(this.source != null){
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+ Location location = new Location(this.level.getWorld(), this.x, this.y, this.z);
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+ if(!new org.purpurmc.purpur.event.entity.PreEntityExplodeEvent(this.source.getBukkitEntity(), location, this.blockInteraction == Explosion.BlockInteraction.DESTROY_WITH_DECAY ? 1.0F / this.radius : 1.0F).callEvent()) {
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+ this.wasCanceled = true;
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+ return;
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+ }
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+ }else {
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+ Location location = new Location(this.level.getWorld(), this.x, this.y, this.z);
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+ if(!new org.purpurmc.purpur.event.PreBlockExplodeEvent(location.getBlock(), this.blockInteraction == Explosion.BlockInteraction.DESTROY_WITH_DECAY ? 1.0F / this.radius : 1.0F, this.damageSource.explodedBlockState).callEvent()) {
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+ this.wasCanceled = true;
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+ return;
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+ }
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+ }
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+ //Purpur end
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+
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this.level.gameEvent(this.source, GameEvent.EXPLODE, new Vec3(this.x, this.y, this.z));
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Set<BlockPos> set = Sets.newHashSet();
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boolean flag = true;
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