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	These functions fit better in CombatTools.
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		@@ -5,13 +5,9 @@ import java.util.Random;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.block.Block;
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import org.bukkit.entity.AnimalTamer;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Item;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Tameable;
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import org.bukkit.event.entity.EntityDamageEvent;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.plugin.PluginManager;
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@@ -23,7 +19,6 @@ import com.gmail.nossr50.events.fake.FakeBlockDamageEvent;
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import com.gmail.nossr50.events.fake.FakePlayerAnimationEvent;
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import com.gmail.nossr50.events.items.McMMOItemSpawnEvent;
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import com.gmail.nossr50.mods.ModChecks;
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import com.gmail.nossr50.party.PartyManager;
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public final class Misc {
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    private static Random random = new Random();
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@@ -43,22 +38,6 @@ public final class Misc {
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    private Misc() {};
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    public static boolean isFriendlyPet(Player attacker, Tameable pet) {
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        if (pet.isTamed()) {
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            AnimalTamer tamer = pet.getOwner();
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            if (tamer instanceof Player) {
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                Player owner = (Player) tamer;
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                if (owner == attacker || PartyManager.inSameParty(attacker, owner)) {
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                    return true;
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                }
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            }
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        }
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        return false;
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    }
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    public static boolean isNPCEntity(Entity entity) {
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        if (entity == null || entity.hasMetadata("NPC")) {
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            return true;
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@@ -75,26 +54,6 @@ public final class Misc {
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        return false;
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    }
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    /**
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     * Checks to see if an entity is currently invincible.
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     *
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     * @param le The LivingEntity to check
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     * @param event The event the entity is involved in
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     * @return true if the entity is invincible, false otherwise
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     */
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    public static boolean isInvincible(LivingEntity le, EntityDamageEvent event) {
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        /*
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         * So apparently if you do more damage to a LivingEntity than its last damage int you bypass the invincibility.
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         * So yeah, this is for that.
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         */
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        if (le.getNoDamageTicks() > le.getMaximumNoDamageTicks() / 2.0F && event.getDamage() <= le.getLastDamage()) {
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            return true;
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        }
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        return false;
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    }
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    /**
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     * Simulate a block break event.
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     *
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