Fixed CME in BleedTimer

This commit is contained in:
bm01 2013-02-27 13:49:56 +01:00
parent 0bdd5b219f
commit 356c97cd67

View File

@ -27,7 +27,10 @@ public class BleedTimer implements Runnable {
continue;
}
int damage = 0;
if (entity instanceof Player) {
damage = 1;
Player player = (Player) entity;
if (!player.isOnline()) {
@ -35,21 +38,30 @@ public class BleedTimer implements Runnable {
}
// Never kill with Bleeding
if (player.getHealth() - 1 > 0) {
CombatTools.dealDamage(player, 1);
if (player.getHealth() - damage > 0) {
CombatTools.dealDamage(player, damage);
ParticleEffectUtils.playBleedEffect(entity);
}
entry.setValue(entry.getValue() - 1);
entry.setValue(entry.getValue() - damage);
if (entry.getValue() <= 0) {
player.sendMessage(LocaleLoader.getString("Swords.Combat.Bleeding.Stopped"));
}
}
else {
CombatTools.dealDamage(entity, 2);
damage = 2;
// Anticipate the entity's death to prevent CME because of our EntityDeathEvent listener
if (entity.getHealth() - damage > 0) {
entry.setValue(entry.getValue() - 1);
}
else {
bleedIterator.remove();
}
CombatTools.dealDamage(entity, damage);
ParticleEffectUtils.playBleedEffect(entity);
entry.setValue(entry.getValue() - 1);
}
}
}