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@@ -46,7 +46,7 @@ import com.gmail.nossr50.util.player.UserManager;
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public final class CombatUtils {
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private CombatUtils() {}
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- private static void processSwordCombat(LivingEntity target, Player player, int damage) {
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+ private static void processSwordCombat(LivingEntity target, Player player, double damage) {
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McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
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SwordsManager swordsManager = mcMMOPlayer.getSwordsManager();
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@@ -317,7 +317,7 @@ public final class CombatUtils {
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* @param target LivingEntity which to attempt to damage
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* @param dmg Amount of damage to attempt to do
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*/
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- public static void dealDamage(LivingEntity target, int dmg) {
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+ public static void dealDamage(LivingEntity target, double dmg) {
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dealDamage(target, dmg, EntityDamageEvent.DamageCause.CUSTOM);
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}
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@@ -328,7 +328,7 @@ public final class CombatUtils {
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* @param dmg Amount of damage to attempt to do
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* @param cause DamageCause to pass to damage event
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*/
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- private static void dealDamage(LivingEntity target, int dmg, DamageCause cause) {
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+ private static void dealDamage(LivingEntity target, double dmg, DamageCause cause) {
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if (Config.getInstance().getEventCallbackEnabled()) {
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EntityDamageEvent ede = new FakeEntityDamageEvent(target, cause, dmg);
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mcMMO.p.getServer().getPluginManager().callEvent(ede);
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@@ -351,7 +351,7 @@ public final class CombatUtils {
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* @param dmg Amount of damage to attempt to do
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* @param attacker Player to pass to event as damager
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*/
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- private static void dealDamage(LivingEntity target, int dmg, Player attacker) {
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+ private static void dealDamage(LivingEntity target, double dmg, Player attacker) {
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if (Config.getInstance().getEventCallbackEnabled()) {
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EntityDamageEvent ede = new FakeEntityDamageByEntityEvent(attacker, target, EntityDamageEvent.DamageCause.ENTITY_ATTACK, dmg);
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mcMMO.p.getServer().getPluginManager().callEvent(ede);
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@@ -375,9 +375,9 @@ public final class CombatUtils {
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* @param damage The initial damage amount
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* @param type The type of skill being used
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*/
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- public static void applyAbilityAoE(Player attacker, LivingEntity target, int damage, SkillType type) {
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+ public static void applyAbilityAoE(Player attacker, LivingEntity target, double damage, SkillType type) {
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int numberOfTargets = Misc.getTier(attacker.getItemInHand()); // The higher the weapon tier, the more targets you hit
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- int damageAmount = Math.max(damage, 1);
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+ double damageAmount = Math.max(damage, 1);
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for (Entity entity : target.getNearbyEntities(2.5, 2.5, 2.5)) {
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if (numberOfTargets <= 0) {
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@@ -565,7 +565,7 @@ public final class CombatUtils {
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* @param eventDamage The damage from the event the entity is involved in
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* @return true if the entity is invincible, false otherwise
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*/
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- public static boolean isInvincible(LivingEntity entity, int eventDamage) {
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+ public static boolean isInvincible(LivingEntity entity, double eventDamage) {
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/*
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* So apparently if you do more damage to a LivingEntity than its last damage int you bypass the invincibility.
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* So yeah, this is for that.
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