Fixed bug where it didn't save new settings
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5c29463b6d
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@ -33,7 +33,6 @@ import org.bukkit.craftbukkit.v1_6_R3.entity.CraftPlayer;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import com.comphenix.protocol.Packets;
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import com.comphenix.protocol.Packets;
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import com.comphenix.protocol.ProtocolLibrary;
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import com.comphenix.protocol.ProtocolLibrary;
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import com.comphenix.protocol.events.PacketContainer;
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import com.comphenix.protocol.events.PacketContainer;
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@ -44,16 +43,30 @@ public class DisguiseAPI {
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// Store the entity IDs instead of entitys because then I can disguise entitys even before they exist
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// Store the entity IDs instead of entitys because then I can disguise entitys even before they exist
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private static HashMap<Integer, Disguise> disguises = new HashMap<Integer, Disguise>();
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private static HashMap<Integer, Disguise> disguises = new HashMap<Integer, Disguise>();
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private static boolean hearSelfDisguise;
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private static boolean hearSelfDisguise;
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private static boolean hidingArmor;
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private static boolean hidingHeldItem;
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private static LibsDisguises libsDisguises;
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private static LibsDisguises libsDisguises;
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// A internal storage of fake entity ID's I can use.
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// A internal storage of fake entity ID's I can use.
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// Realistically I could probably use a ID like "4" for everyone seeing as no one shares the ID
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// Realistically I could probably use a ID like "4" for everyone seeing as no one shares the ID
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private static HashMap<Integer, Integer> selfDisguisesIds = new HashMap<Integer, Integer>();
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private static HashMap<Integer, Integer> selfDisguisesIds = new HashMap<Integer, Integer>();
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private static boolean sendVelocity;
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private static boolean sendVelocity;
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public static boolean canHearSelfDisguise() {
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public static boolean canHearSelfDisguise() {
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return hearSelfDisguise;
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return hearSelfDisguise;
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}
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}
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public static void setInventoryListenerEnabled(boolean inventoryListenerEnabled) {
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if (PacketsManager.isInventoryListenerEnabled() != inventoryListenerEnabled) {
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PacketsManager.setInventoryListenerEnabled(inventoryListenerEnabled);
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}
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}
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public static boolean isInventoryListenerEnabled() {
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return PacketsManager.isInventoryListenerEnabled();
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}
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/**
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/**
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* Disguise the next entity to spawn with this disguise. This may not work however if the entity doesn't actually spawn.
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* Disguise the next entity to spawn with this disguise. This may not work however if the entity doesn't actually spawn.
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*/
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*/
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@ -142,6 +155,20 @@ public class DisguiseAPI {
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return getDisguise(disguiser) != null;
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return getDisguise(disguiser) != null;
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}
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}
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/**
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* Is the plugin modifying the inventory packets so that players when self disguised, do not see their armor floating around
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*/
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public static boolean isHidingArmorFromSelf() {
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return hidingArmor;
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}
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/**
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* Does the plugin appear to remove the item they are holding, to prevent a floating sword when they are viewing self disguise
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*/
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public static boolean isHidingHeldItemFromSelf() {
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return hidingHeldItem;
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}
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/**
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/**
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* Is the sound packets caught and modified
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* Is the sound packets caught and modified
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*/
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*/
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@ -223,6 +250,24 @@ public class DisguiseAPI {
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}
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}
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}
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}
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/**
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* Set the plugin to hide self disguises armor from theirselves
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*/
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public static void setHideArmorFromSelf(boolean hideArmor) {
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if (hidingArmor != hideArmor) {
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hidingArmor = hideArmor;
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}
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}
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/**
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* Does the plugin appear to remove the item they are holding, to prevent a floating sword when they are viewing self disguise
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*/
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public static void setHideHeldItemFromSelf(boolean hideHelditem) {
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if (hidingHeldItem != hideHelditem) {
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hidingHeldItem = hideHelditem;
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}
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}
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/**
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/**
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* Set if the disguises play sounds when hurt
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* Set if the disguises play sounds when hurt
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*/
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*/
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