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Fix some bugs with Rupture and fix a small memory leak
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@@ -63,19 +63,20 @@ public class SwordsManager extends SkillManager {
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*
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* @param target The defending entity
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*/
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public void processRupture(@NotNull LivingEntity target) throws IllegalStateException {
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if(target.hasMetadata(mcMMO.REPLANT_META_KEY)) {
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public void processRupture(@NotNull LivingEntity target) {
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if(target.hasMetadata(mcMMO.RUPTURE_META_KEY)) {
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RuptureTaskMeta ruptureTaskMeta = (RuptureTaskMeta) target.getMetadata(mcMMO.RUPTURE_META_KEY);
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if(mmoPlayer.isDebugMode()) {
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mmoPlayer.getPlayer().sendMessage("Rupture task ongoing for target " + target.toString());
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RuptureTaskMeta ruptureTaskMeta = (RuptureTaskMeta) target.getMetadata(mcMMO.RUPTURE_META_KEY);
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RuptureTask ruptureTask = (RuptureTask) target.getMetadata(mcMMO.RUPTURE_META_KEY);
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mmoPlayer.getPlayer().sendMessage(ruptureTask.toString());
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mmoPlayer.getPlayer().sendMessage(ruptureTaskMeta.getRuptureTimerTask().toString());
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}
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ruptureTaskMeta.getRuptureTimerTask().refreshRupture();
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return; //Don't apply bleed
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}
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer())) {
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if (RandomChanceUtil.rollDice(AdvancedConfig.getInstance().getRuptureChanceToApplyOnHit(getRuptureRank()), 100)) {
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if (target instanceof Player) {
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Player defender = (Player) target;
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