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Cleaner way of doing the axe checks.
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@ -102,22 +102,13 @@ public class Skills {
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/* Woodcutting & Axes need to be treated differently.
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/* Woodcutting & Axes need to be treated differently.
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* Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
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* Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
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*/
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*/
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if (skill == SkillType.WOODCUTTING || skill == SkillType.AXES) {
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if (ability.getPermissions(player) && tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
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if ((mcPermissions.getInstance().treeFeller(player) || mcPermissions.getInstance().skullSplitter(player)) &&
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if (skill != SkillType.WOODCUTTING && skill != SkillType.AXES) {
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tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
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if (LoadProperties.enableAbilityMessages) {
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player.sendMessage(tool.getRaiseTool());
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}
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PP.setToolPreparationATS(tool, System.currentTimeMillis());
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PP.setToolPreparationMode(tool, true);
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}
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}
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else if (ability.getPermissions(player) && tool.inHand(inHand) && !PP.getToolPreparationMode(tool)) {
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if (!PP.getAbilityMode(ability) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
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if (!PP.getAbilityMode(ability) && !cooldownOver(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown())) {
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player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
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player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(PP.getSkillDATS(ability) * TIME_CONVERSION_FACTOR, ability.getCooldown()) + "s)");
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return;
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return;
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}
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}
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}
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if (LoadProperties.enableAbilityMessages) {
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if (LoadProperties.enableAbilityMessages) {
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player.sendMessage(tool.getRaiseTool());
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player.sendMessage(tool.getRaiseTool());
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