SteamWar/FightSystem
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Make it possible to walk on the floor in prefight stage + Spawn position options #151

Manuell gemergt
Lixfel hat 2 Commits von FloorWalkable nach master 2020-05-21 11:34:25 +02:00 zusammengeführt
2 geänderte Dateien mit 5 neuen und 5 gelöschten Zeilen
Nur Änderungen aus Commit aeda617a55 werden angezeigt - Alle Commits anzeigen

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@ -58,6 +58,7 @@ public class Config {
public static final int ArenaMinZ; public static final int ArenaMinZ;
public static final int ArenaMaxX; public static final int ArenaMaxX;
public static final int ArenaMaxZ; public static final int ArenaMaxZ;
public static final boolean GroundWalkable;
//schematic parameter //schematic parameter
public static final boolean OnlyPublicSchematics; public static final boolean OnlyPublicSchematics;
@ -154,6 +155,7 @@ public class Config {
BorderFromSchematic = worldconfig.getInt("Arena.BorderFromSchematic"); BorderFromSchematic = worldconfig.getInt("Arena.BorderFromSchematic");
AlignWater = worldconfig.getBoolean("Arena.AlignWater"); AlignWater = worldconfig.getBoolean("Arena.AlignWater");
WaterDepth = worldconfig.getInt("Arena.WaterDepth"); WaterDepth = worldconfig.getInt("Arena.WaterDepth");
GroundWalkable = config.getBoolean("Arena.GroundWalkable");
SchematicType = de.steamwar.sql.SchematicType.fromDB(config.getString("Schematic.SchematicType")); SchematicType = de.steamwar.sql.SchematicType.fromDB(config.getString("Schematic.SchematicType"));
IgnorePublicOnly = config.getBoolean("Schematic.IgnorePublicOnly"); IgnorePublicOnly = config.getBoolean("Schematic.IgnorePublicOnly");

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@ -70,14 +70,12 @@ public class PlayerMoveListener extends BasicListener {
boolean inArenaY = to.getY() + 1.8 <= Config.upperArenaBorder; boolean inArenaY = to.getY() + 1.8 <= Config.upperArenaBorder;
if(to.getY() <= Config.underArenaBorder) { if(to.getY() <= Config.underArenaBorder) {
if(player.getGameMode() == GameMode.SPECTATOR){ if(player.getGameMode() == GameMode.SPECTATOR || team == null)
reset(event, DENY_ARENA); reset(event, DENY_ARENA);
}else if(FightSystem.getFightState() == FightState.RUNNING || FightSystem.getFightState() == FightState.ENTERN) else if(FightSystem.getFightState().infight())
player.damage(2); player.damage(2);
else if(team != null){ else if(!Config.GroundWalkable)
player.teleport(team.getSpawn()); player.teleport(team.getSpawn());
}else
reset(event, DENY_ARENA);
}else if(team != null && !inArenaY){ }else if(team != null && !inArenaY){
reset(event, DENY_ARENA); reset(event, DENY_ARENA);
} }