Do not fire EntityDamageEvent for explosions twice. Fixes BUKKIT-5156
Explosions directly caused by LivingEntities, such as creepers and tnt lit by players, have their EntityDamageEvent explicitely handled within the Explosion class. In order to prevent double events when damage is handled for other DamageSources, we need return null for explosion based damage sources.
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c2a0396af2
Commit
1154484815
@ -389,7 +389,10 @@ public class CraftEventFactory {
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}
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public static EntityDamageEvent handleEntityDamageEvent(Entity entity, DamageSource source, float damage) {
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if (source instanceof EntityDamageSource) {
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// Should be isExplosion
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if (source.c()) {
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return null;
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} else if (source instanceof EntityDamageSource) {
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Entity damager = source.getEntity();
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DamageCause cause = DamageCause.ENTITY_ATTACK;
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