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Re-added event calling
Re-added other dealDamage methods Added FakeEntityDamageByEntityEvent for us to filter our own mess out, this was the issue with Skull Splitter and Serrated Strikes earlier (a loop) Moved FakeBlockBreakEvent to be with other events Added configuration option to control event calling Learned how to changelog Broke those cuffs
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@ -164,7 +164,7 @@ public class Axes {
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if(targets >= 1 && derp.getWorld().getPVP())
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{
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Combat.dealDamage(target, dmgAmount);
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Combat.dealDamage(target, dmgAmount, attacker);
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target.sendMessage(ChatColor.DARK_RED+"Struck by CLEAVE!");
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targets--;
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continue;
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@ -174,7 +174,7 @@ public class Axes {
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else
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{
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LivingEntity target = (LivingEntity)derp;
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Combat.dealDamage(target, dmgAmount);
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Combat.dealDamage(target, dmgAmount, attacker);
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targets--;
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}
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}
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@ -152,7 +152,7 @@ public class Swords
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continue;
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if(targets >= 1 && derp.getWorld().getPVP())
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{
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Combat.dealDamage(target, dmgAmount);
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Combat.dealDamage(target, dmgAmount, attacker);
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target.sendMessage(ChatColor.DARK_RED+"Struck by Serrated Strikes!");
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Users.getProfile(target).addBleedTicks(5);
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targets--;
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@ -165,7 +165,7 @@ public class Swords
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pluginx.misc.addToBleedQue((LivingEntity)derp);
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LivingEntity target = (LivingEntity)derp;
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Combat.dealDamage(target, dmgAmount);
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Combat.dealDamage(target, dmgAmount, attacker);
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targets--;
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}
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}
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