Cleaner way of doing the axe checks.

This commit is contained in:
GJ 2012-04-04 23:30:56 -04:00
parent 9ef68d226a
commit 0c22064a94

View File

@ -102,21 +102,12 @@ public class Skills {
/* Woodcutting & Axes need to be treated differently.
* Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
*/
if (skill == SkillType.WOODCUTTING || skill == SkillType.AXES) {
if ((mcPermissions.getInstance().treeFeller(player) || mcPermissions.getInstance().skullSplitter(player)) &&
tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
if (LoadProperties.enableAbilityMessages) {
player.sendMessage(tool.getRaiseTool());
if (ability.getPermissions(player) && tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
if (skill != SkillType.WOODCUTTING && skill != SkillType.AXES) {
if (!PP.getAbilityMode(ability) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
return;
}
PP.setToolPreparationATS(tool, System.currentTimeMillis());
PP.setToolPreparationMode(tool, true);
}
}
else if (ability.getPermissions(player) && tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
if (!PP.getAbilityMode(ability) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
return;
}
if (LoadProperties.enableAbilityMessages) {