CombatUtils: Don't run checks against party features if parties are disabled (#5005)

Co-authored-by: Dieu <info@l4b.org>
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IAISI 2024-05-12 00:07:01 +02:00 committed by GitHub
parent fb0c8ec934
commit df6ddd6faa
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@ -968,8 +968,10 @@ public final class CombatUtils {
return false;
}
if ((mcMMO.p.getPartyManager().inSameParty(player, defender) || mcMMO.p.getPartyManager().areAllies(player, defender)) && !(Permissions.friendlyFire(player) && Permissions.friendlyFire(defender))) {
return false;
if(mcMMO.p.getPartyConfig().isPartyEnabled()) {
if ((mcMMO.p.getPartyManager().inSameParty(player, defender) || mcMMO.p.getPartyManager().areAllies(player, defender)) && !(Permissions.friendlyFire(player) && Permissions.friendlyFire(defender))) {
return false;
}
}
// Vanished players should not be able to get hit by AoE effects
@ -1019,7 +1021,7 @@ public final class CombatUtils {
if (tamer instanceof Player owner) {
return (owner == attacker || mcMMO.p.getPartyManager().inSameParty(attacker, owner) || mcMMO.p.getPartyManager().areAllies(attacker, owner));
return (owner == attacker || (mcMMO.p.getPartyConfig().isPartyEnabled() && (mcMMO.p.getPartyManager().inSameParty(attacker, owner) || mcMMO.p.getPartyManager().areAllies(attacker, owner))));
}
}