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Fix bleed tasks invoking ruptures
Also, made the mcmmo custom damage checks handle nested calls
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4f6706b664
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@ -539,7 +539,11 @@ public final class CombatUtils {
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if(newHealth == 0)
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if(newHealth == 0)
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{
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{
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// TODO: This is horrible, but there is no cleaner way to do this without potentially breaking existing code right now
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boolean wasMetaSet = target.getMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY).size() != 0;
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target.setMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.metadataValue);
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target.damage(9999, attacker);
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target.damage(9999, attacker);
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if (!wasMetaSet) target.removeMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.p);
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}
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}
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else
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else
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target.setHealth(newHealth);
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target.setHealth(newHealth);
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@ -550,9 +554,11 @@ public final class CombatUtils {
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return;
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return;
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}
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}
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// This is horrible, but there is no cleaner way to do this without potentially breaking existing code
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boolean wasMetaSet = target.getMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY).size() != 0;
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target.setMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.metadataValue);
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target.setMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.metadataValue);
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target.damage(damage, attacker);
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target.damage(damage, attacker);
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target.removeMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.p);
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if (!wasMetaSet) target.removeMetadata(mcMMO.CUSTOM_DAMAGE_METAKEY, mcMMO.p);
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// //IFrame storage
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// //IFrame storage
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//// int noDamageTicks = target.getNoDamageTicks();
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//// int noDamageTicks = target.getNoDamageTicks();
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