Improve behaviour during check session #303
@ -49,7 +49,6 @@ public class HotbarGUI implements Listener {
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if(event.getItem() == null)
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if(event.getItem() == null)
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return;
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return;
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event.setCancelled(true);
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FightTeam fightTeam = Fight.getPlayerTeam(player);
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FightTeam fightTeam = Fight.getPlayerTeam(player);
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if(fightTeam == null)
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if(fightTeam == null)
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return;
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return;
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@ -60,6 +59,7 @@ public class HotbarGUI implements Listener {
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if(displayName == null)
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if(displayName == null)
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return;
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return;
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event.setCancelled(true);
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onMatch(player, displayName, "CHOOSE_SCHEMATIC", () -> GUI.preSchemDialog(player), Config.GameName);
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onMatch(player, displayName, "CHOOSE_SCHEMATIC", () -> GUI.preSchemDialog(player), Config.GameName);
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onMatch(player, displayName, "INVITE_PLAYERS", () -> GUI.chooseInvitation(player));
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onMatch(player, displayName, "INVITE_PLAYERS", () -> GUI.chooseInvitation(player));
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onMatch(player, displayName, "REMOVE_PLAYERS", () -> GUI.chooseRemove(player));
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onMatch(player, displayName, "REMOVE_PLAYERS", () -> GUI.chooseRemove(player));
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@ -19,6 +19,7 @@
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package de.steamwar.fightsystem.listener;
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package de.steamwar.fightsystem.listener;
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import de.steamwar.fightsystem.ArenaMode;
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import de.steamwar.fightsystem.Config;
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import de.steamwar.fightsystem.Config;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.fightsystem.states.StateDependentListener;
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import de.steamwar.fightsystem.states.StateDependentListener;
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@ -32,8 +33,10 @@ public class PistonListener implements Listener {
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public PistonListener() {
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public PistonListener() {
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//Wenn Entern aktiv ist, sollen Raketen etc. entern können
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//Wenn Entern aktiv ist, sollen Raketen etc. entern können
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new StateDependentListener(Config.EnterStages.isEmpty(), FightState.All, this);
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if(!ArenaMode.Check.contains(Config.mode)) {
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new StateDependentListener(!Config.EnterStages.isEmpty(), FightState.Setup, this);
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new StateDependentListener(Config.EnterStages.isEmpty(), FightState.All, this);
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new StateDependentListener(!Config.EnterStages.isEmpty(), FightState.Setup, this);
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}
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}
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}
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@EventHandler
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@EventHandler
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