Added methods to control dropped EXP from EntityDeathEvent, and made a subevent for setting players respawned-exp
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@ -9,10 +9,40 @@ import org.bukkit.inventory.ItemStack;
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*/
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public class EntityDeathEvent extends EntityEvent {
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private List<ItemStack> drops;
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private int dropExp = 0;
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public EntityDeathEvent(final Entity what, final List<ItemStack> drops) {
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public EntityDeathEvent(final Entity entity, final List<ItemStack> drops) {
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this(entity, drops, 0);
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}
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public EntityDeathEvent(final Entity what, final List<ItemStack> drops, int droppedExp) {
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super(Type.ENTITY_DEATH, what);
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this.drops = drops;
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this.dropExp = droppedExp;
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}
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/**
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* Gets how much EXP should be dropped from this death.
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* <p>
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* This does not indicate how much EXP should be taken from the entity in question,
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* merely how much should be created after its death.
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*
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* @return Amount of EXP to drop.
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*/
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public int getDroppedExp() {
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return dropExp;
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}
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/**
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* Sets how much EXP should be dropped from this death.
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* <p>
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* This does not indicate how much EXP should be taken from the entity in question,
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* merely how much should be created after its death.
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*
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* @param exp Amount of EXP to drop.
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*/
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public void setDropedExp(int exp) {
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this.dropExp = exp;
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}
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/**
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41
src/main/java/org/bukkit/event/entity/PlayerDeathEvent.java
Normal file
41
src/main/java/org/bukkit/event/entity/PlayerDeathEvent.java
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@ -0,0 +1,41 @@
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package org.bukkit.event.entity;
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import java.util.List;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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/**
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* Thrown whenever a {@link Player} dies
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*/
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public class PlayerDeathEvent extends EntityDeathEvent {
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private int newExp = 0;
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public PlayerDeathEvent(Player player, List<ItemStack> drops, int droppedExp, int newExp) {
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super(player, drops, droppedExp);
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this.newExp = newExp;
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}
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/**
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* Gets how much EXP the Player should have at respawn.
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* <p>
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* This does not indicate how much EXP should be dropped, please see
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* {@link #getDroppedExp()} for that.
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*
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* @return New EXP of the respawned player
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*/
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public int getNewExp() {
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return newExp;
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}
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/**
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* Sets how much EXP the Player should have at respawn.
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* <p>
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* This does not indicate how much EXP should be dropped, please see
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* {@link #setDropedExp(int)} for that.
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*
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* @get exp New EXP of the respawned player
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*/
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public void setNewExp(int exp) {
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this.newExp = exp;
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}
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}
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