本文整理汇总了PHP中pocketmine\event\entity\EntityShootBowEvent类的典型用法代码示例。如果您正苦于以下问题:PHP EntityShootBowEvent类的具体用法?PHP EntityShootBowEvent怎么用?PHP EntityShootBowEvent使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了EntityShootBowEvent类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: onEntityShootBow
public function onEntityShootBow(EntityShootBowEvent $event)
{
if (!$event->isCancelled()) {
$arrow = $event->getProjectile();
$set = [$arrow->chunk, $arrow->nametag, $p];
$newArrow = new AbilityArrow(...$set);
$p = $event->getEntity();
if ($p instanceof Player) {
if (!$p->isCreative()) {
$list = [1 => FireArrow::class, 5 => TeleportArrow::class, 7 => SpiderArrow::class, 9 => HealArrow::class, 12 => PowerArrow::class];
$inv = $p->getInventory();
foreach ($inv->getContents() as $k => $i) {
$d = $i->getDamage();
if ($i->getID() == 351 && isset($list[$d])) {
$i->setCount($i->getCount() - 1);
$inv->setItem($k, $i);
$p->sendMessage([1 => "FireArrow", 5 => "TeleportArrow", 7 => "SpiderArrow", 9 => "HealArrow", 12 => "PowerArrow"][$d]);
$newArrow = new $list[$d](...$set);
break;
}
}
}
}
$event->setProjectile($newArrow);
}
}
示例2: onEntityUseBow
public function onEntityUseBow(EntityShootBowEvent $event)
{
$entity = $event->getEntity();
if ($entity instanceof Player) {
if ($entity->hasPermission("flamebows.use")) {
$event->getProjectile()->setOnFire(500000000 * 20);
}
}
}
示例3: onShoot
public function onShoot(EntityShootBowEvent $e)
{
if ($e->isCancelled()) {
return;
}
$p = $e->getEntity();
if (!$p instanceof Player) {
return;
}
$n = $p->getName();
if (isset($this->dumdums[$n])) {
if ($this->misfire($e->getBow())) {
$e->setCancelled();
// Bow broke!
$p->sendMessage("Dumdum failure!");
$this->getServer()->getPluginManager()->callEvent($cc = new ExplosionPrimeEvent($p, 4));
if ($cc->isCancelled()) {
return;
}
$explosion = new Explosion($p, $this->dumdums[$n][0]);
if (!$this->dumdums[$n][1]) {
$explosion->explodeA();
}
$explosion->explodeB();
return;
}
$arrow = $e->getProjectile();
$arrow->namedtag->setName("dumdum:" . implode(":", $this->dumdums[$n]));
return;
}
if (!isset($this->shooters[$n])) {
return;
}
if (!isset($this->shooters[$n])) {
return;
}
$e->setCancelled();
// Disable it and replace it with our own
if (!$p->isCreative()) {
if (!$this->checkAmmo($p, true)) {
$p->sendMessage("You are out of grenades");
$p->sendMessage("RPG disarmed");
unset($this->shoters[$n]);
return;
}
if ($this->misfire($e->getBow())) {
$p->sendMessage("RPG misfired!");
$this->fire($p, mt_rand(1, $this->shooters[$n][0]), 0.01);
return;
}
// Since we are cancelling the event, we change the damage later
$this->getServer()->getScheduler()->scheduleDelayedTask(new PluginCallbackTask($this, [$this, "breakBow"], [$n]), 5);
}
//echo "FORCE: ". $e->getForce()."\n"; //## DEBUG
$this->fire($p, $this->shooters[$n][0], $this->shooters[$n][1]);
}
示例4: handleDataPacket
//.........这里部分代码省略.........
}
$this->craftingType = 0;
$packet->eid = $this->id;
$pos = new Vector3($packet->x, $packet->y, $packet->z);
switch ($packet->action) {
case PlayerActionPacket::ACTION_START_BREAK:
if ($this->lastBreak !== PHP_INT_MAX or $pos->distanceSquared($this) > 10000) {
break;
}
$target = $this->level->getBlock($pos);
$ev = new PlayerInteractEvent($this, $this->inventory->getItemInHand(), $target, $packet->face, $target->getId() === 0 ? PlayerInteractEvent::LEFT_CLICK_AIR : PlayerInteractEvent::LEFT_CLICK_BLOCK);
$this->getServer()->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$this->inventory->sendHeldItem($this);
break;
}
$this->lastBreak = microtime(true);
break;
case PlayerActionPacket::ACTION_ABORT_BREAK:
$this->lastBreak = PHP_INT_MAX;
break;
case PlayerActionPacket::ACTION_RELEASE_ITEM:
if ($this->startAction > -1 and $this->getDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION)) {
if ($this->inventory->getItemInHand()->getId() === Item::BOW) {
$bow = $this->inventory->getItemInHand();
if ($this->isSurvival() and !$this->inventory->contains(Item::get(Item::ARROW, 0, 1))) {
$this->inventory->sendContents($this);
break;
}
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $this->x), new Double("", $this->y + $this->getEyeHeight()), new Double("", $this->z)]), "Motion" => new Enum("Motion", [new Double("", -sin($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI)), new Double("", -sin($this->pitch / 180 * M_PI)), new Double("", cos($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI))]), "Rotation" => new Enum("Rotation", [new Float("", $this->yaw), new Float("", $this->pitch)]), "Fire" => new Short("Fire", $this->isOnFire() ? 45 * 60 : 0)]);
$diff = $this->server->getTick() - $this->startAction;
$p = $diff / 20;
$f = min(($p ** 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($this, $bow, Entity::createEntity("Arrow", $this->chunk, $nbt, $this, $f == 2 ? true : false), $f);
if ($f < 0.1 or $diff < 5) {
$ev->setCancelled();
}
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$ev->getProjectile()->kill();
$this->inventory->sendContents($this);
} else {
$ev->getProjectile()->setMotion($ev->getProjectile()->getMotion()->multiply($ev->getForce()));
if ($this->isSurvival()) {
$this->inventory->removeItem(Item::get(Item::ARROW, 0, 1));
$bow->setDamage($bow->getDamage() + 1);
if ($bow->getDamage() >= 385) {
$this->inventory->setItemInHand(Item::get(Item::AIR, 0, 0));
} else {
$this->inventory->setItemInHand($bow);
}
}
if ($ev->getProjectile() instanceof Projectile) {
$this->server->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($ev->getProjectile()));
if ($projectileEv->isCancelled()) {
$ev->getProjectile()->kill();
} else {
$ev->getProjectile()->spawnToAll();
$this->level->addSound(new LaunchSound($this), $this->getViewers());
}
} else {
$ev->getProjectile()->spawnToAll();
}
}
}
} elseif ($this->inventory->getItemInHand()->getId() === Item::BUCKET and $this->inventory->getItemInHand()->getDamage() === 1) {
示例5: shootArrow
/**
*
* @param Player $player
* @param Position $fromPos
*/
public static function shootArrow(Player $player, Position $fromPos)
{
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $fromPos->x), new Double("", $fromPos->y + $player->getEyeHeight()), new Double("", $fromPos->z)]), "Motion" => new Enum("Motion", [new Double("", -\sin($player->yaw / 180 * M_PI) * \cos($player->pitch / 180 * M_PI)), new Double("", -\sin($player->pitch / 180 * M_PI)), new Double("", \cos($player->yaw / 180 * M_PI) * \cos($player->pitch / 180 * M_PI))]), "Rotation" => new Enum("Rotation", [new Float("", $player->yaw), new Float("", $player->pitch)])]);
$diff = 3;
$p = $diff / 20;
$f = \min(($p * 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($player, Item::get(Item::BOW), Entity::createEntity("Arrow", $player->chunk, $nbt, $player, $f == 2 ? \true : \false), $f);
$ev->getProjectile()->spawnToAll();
$player->level->addSound(new LaunchSound($player), $player->getViewers());
}
示例6: handleDataPacket
//.........这里部分代码省略.........
$side->getLevel()->setBlock($side, new Air());
}
$this->lastBreak = microtime(true);
} else {
$this->inventory->sendHeldItem($this);
}
break;
case PlayerActionPacket::ACTION_ABORT_BREAK:
$this->lastBreak = PHP_INT_MAX;
break;
case PlayerActionPacket::ACTION_RELEASE_ITEM:
if ($this->startAction > -1 and $this->getDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION)) {
if ($this->inventory->getItemInHand()->getId() === Item::BOW) {
$bow = $this->inventory->getItemInHand();
if ($this->isSurvival() and !$this->inventory->contains(Item::get(Item::ARROW, null))) {
$this->inventory->sendContents($this);
break;
}
$arrow = false;
foreach ($this->inventory->getContents() as $item) {
if ($item->getId() == Item::ARROW) {
$arrow = $item;
}
}
if ($arrow === false and $this->isCreative()) {
$arrow = Item::get(Item::ARROW, 0, 1);
} elseif ($arrow === false) {
break;
}
$nbt = new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $this->x), new DoubleTag("", $this->y + $this->getEyeHeight()), new DoubleTag("", $this->z)]), "Motion" => new ListTag("Motion", [new DoubleTag("", -sin($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI)), new DoubleTag("", -sin($this->pitch / 180 * M_PI)), new DoubleTag("", cos($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI))]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $this->yaw), new FloatTag("", $this->pitch)]), "Fire" => new ShortTag("Fire", $this->isOnFire() ? 45 * 60 : 0), "Potion" => new ShortTag("Potion", $arrow->getDamage())]);
$diff = $this->server->getTick() - $this->startAction;
$p = $diff / 20;
$f = min(($p ** 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($this, $bow, Entity::createEntity("Arrow", $this->chunk, $nbt, $this, $f == 2 ? true : false), $f);
if ($f < 0.1 or $diff < 5) {
$ev->setCancelled();
}
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$ev->getProjectile()->kill();
$this->inventory->sendContents($this);
} else {
$ev->getProjectile()->setMotion($ev->getProjectile()->getMotion()->multiply($ev->getForce()));
if ($this->isSurvival()) {
$this->inventory->removeItem(Item::get(Item::ARROW, $arrow->getDamage(), 1));
$bow->setDamage($bow->getDamage() + 1);
if ($bow->getDamage() >= 385) {
$this->inventory->setItemInHand(Item::get(Item::AIR, 0, 0));
} else {
$this->inventory->setItemInHand($bow);
}
}
if ($ev->getProjectile() instanceof Projectile) {
$this->server->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($ev->getProjectile()));
if ($projectileEv->isCancelled()) {
$ev->getProjectile()->kill();
} else {
$ev->getProjectile()->spawnToAll();
$this->level->addSound(new LaunchSound($this), $this->getViewers());
}
} else {
$ev->getProjectile()->spawnToAll();
}
}
}
} elseif ($this->inventory->getItemInHand()->getId() === Item::BUCKET and $this->inventory->getItemInHand()->getDamage() === 1) {
示例7: onBowShoot
public function onBowShoot(EntityShootBowEvent $event)
{
if ($this->plugin->status === "enabled" && $this->plugin->loginmanager[$event->getEntity()->getId()] === 0) {
$event->setCancelled(true);
} elseif ($this->plugin->safemode === true and $this->plugin->status !== "enabled") {
$event->setCancelled(true);
}
}
示例8: handleDataPacket
//.........这里部分代码省略.........
$block = $target->getSide($packet->face);
if ($block->getId() === Block::FIRE) {
$this->level->setBlock($block, new Air());
break;
}
$this->lastBreak = microtime(true);
break;
case PlayerActionPacket::ACTION_ABORT_BREAK:
$this->lastBreak = PHP_INT_MAX;
break;
case PlayerActionPacket::ACTION_RELEASE_ITEM:
if ($this->startAction > -1 and $this->getDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION)) {
if ($this->inventory->getItemInHand()->getId() === Item::BOW) {
$bow = $this->inventory->getItemInHand();
if ($this->isSurvival() and !$this->inventory->contains(Item::get(Item::ARROW, null))) {
$this->inventory->sendContents($this);
break;
}
$arrow = false;
foreach ($this->inventory->getContents() as $item) {
if ($item->getId() == Item::ARROW) {
$arrow = $item;
}
}
if ($arrow === false and $this->isCreative()) {
$arrow = Item::get(Item::ARROW, 0, 1);
} elseif ($arrow === false) {
break;
}
$nbt = new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $this->x), new DoubleTag("", $this->y + $this->getEyeHeight()), new DoubleTag("", $this->z)]), "Motion" => new ListTag("Motion", [new DoubleTag("", -sin($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI)), new DoubleTag("", -sin($this->pitch / 180 * M_PI)), new DoubleTag("", cos($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI))]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $this->yaw), new FloatTag("", $this->pitch)]), "Fire" => new ShortTag("Fire", $this->isOnFire() ? 45 * 60 : 0), "Potion" => new ShortTag("Potion", $arrow->getDamage())]);
$diff = $this->server->getTick() - $this->startAction;
$p = $diff / 20;
$f = min(($p ** 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($this, $bow, Entity::createEntity("Arrow", $this->chunk, $nbt, $this, $f == 2 ? true : false), $f);
if ($f < 0.1 or $diff < 5) {
$ev->setCancelled();
}
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$ev->getProjectile()->kill();
$this->inventory->sendContents($this);
} else {
$ev->getProjectile()->setMotion($ev->getProjectile()->getMotion()->multiply($ev->getForce()));
if ($this->isSurvival()) {
$this->inventory->removeItem(Item::get(Item::ARROW, $arrow->getDamage(), 1));
$bow->setDamage($bow->getDamage() + 1);
if ($bow->getDamage() >= 385) {
$this->inventory->setItemInHand(Item::get(Item::AIR, 0, 0));
} else {
$this->inventory->setItemInHand($bow);
}
}
if ($ev->getProjectile() instanceof Projectile) {
$this->server->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($ev->getProjectile()));
if ($projectileEv->isCancelled()) {
$ev->getProjectile()->kill();
} else {
$ev->getProjectile()->spawnToAll();
$this->level->addSound(new LaunchSound($this), $this->getViewers());
}
} else {
$ev->getProjectile()->spawnToAll();
}
}
}
} elseif ($this->inventory->getItemInHand()->getId() === Item::BUCKET and $this->inventory->getItemInHand()->getDamage() === 1) {
示例9: onBowShoot
public function onBowShoot(EntityShootBowEvent $event)
{
if ($this->plugin->status === "enabled" && $this->plugin->loginmanager[$event->getEntity()->getId()] !== true && $this->plugin->allowShoot !== true && $event->getPlayer() instanceof Player) {
$event->setCancelled(true);
} elseif ($this->plugin->safemode === true and $this->plugin->status !== "enabled") {
$event->setCancelled(true);
$event->getPlayer()->sendMessage($this->disable);
}
}
示例10: handleDataPacket
//.........这里部分代码省略.........
break;
}
$this->craftingType = 0;
$packet->eid = $this->id;
$pos = new Vector3($packet->x, $packet->y, $packet->z);
switch ($packet->action) {
case 0:
//Start break
if ($pos->distanceSquared($this) > 10000) {
break;
}
$target = $this->level->getBlock($pos);
$ev = new PlayerInteractEvent($this, $this->inventory->getItemInHand(), $target, $packet->face, $target->getId() === 0 ? PlayerInteractEvent::LEFT_CLICK_AIR : PlayerInteractEvent::LEFT_CLICK_BLOCK);
$this->getServer()->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$this->inventory->sendHeldItem($this);
break;
}
$this->lastBreak = microtime(true);
break;
case 5:
//Shot arrow
if ($this->startAction > -1 and $this->getDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION)) {
if ($this->inventory->getItemInHand()->getId() === Item::BOW) {
$bow = $this->inventory->getItemInHand();
if ($this->isSurvival() and !$this->inventory->contains(Item::get(Item::ARROW, 0, 1))) {
$this->inventory->sendContents($this);
break;
}
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $this->x), new Double("", $this->y + $this->getEyeHeight()), new Double("", $this->z)]), "Motion" => new Enum("Motion", [new Double("", -sin($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI)), new Double("", -sin($this->pitch / 180 * M_PI)), new Double("", cos($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI))]), "Rotation" => new Enum("Rotation", [new Float("", $this->yaw), new Float("", $this->pitch)])]);
$diff = $this->server->getTick() - $this->startAction;
$p = $diff / 20;
$f = min(($p ** 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($this, $bow, Entity::createEntity("Arrow", $this->chunk, $nbt, $this, $f == 2 ? true : false), $f);
if ($f < 0.1 or $diff < 5) {
$ev->setCancelled();
}
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$ev->getProjectile()->kill();
$this->inventory->sendContents($this);
} else {
$ev->getProjectile()->setMotion($ev->getProjectile()->getMotion()->multiply($ev->getForce()));
if ($this->isSurvival()) {
$this->inventory->removeItem(Item::get(Item::ARROW, 0, 1));
$bow->setDamage($bow->getDamage() + 1);
if ($bow->getDamage() >= 385) {
$this->inventory->setItemInHand(Item::get(Item::AIR, 0, 0));
} else {
$this->inventory->setItemInHand($bow);
}
}
if ($ev->getProjectile() instanceof Projectile) {
$this->server->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($ev->getProjectile()));
if ($projectileEv->isCancelled()) {
$ev->getProjectile()->kill();
} else {
$ev->getProjectile()->spawnToAll();
$this->level->addSound(new LaunchSound($this), $this->getViewers());
}
} else {
$ev->getProjectile()->spawnToAll();
}
}
}
} elseif ($this->inventory->getItemInHand()->getId() === Item::BUCKET and $this->inventory->getItemInHand()->getDamage() === 1) {
示例11: onBowShoot
public function onBowShoot(EntityShootBowEvent $event)
{
$player = $event->getEntity()->getName();
$ps = $event->getEntity();
if (!is_file($this->getDataFolder() . $player . ".json")) {
return true;
}
$data = file_get_contents($this->getDataFolder() . $player . ".json");
$decode = json_decode($data, true);
if (!isset($decode["annihilator"])) {
return true;
}
if ($decode["annihilator"] === "yes") {
$event->setForce(100);
$this->arrowtimeshot[$player] = intval($this->arrowtimeshot[$player]) - 1;
$this->getServer()->getPlayer($player)->sendMessage("You have " . $this->arrowtimeshot[$player] . " shots left.");
if (intval($this->arrowtimeshot[$player]) <= "0") {
$ps->getInventory()->removeItem($this->bow);
$ps->getInventory()->removeItem(Item::get(262, 0, 3));
$this->detransform($player);
return true;
}
return true;
}
}
示例12: handleDataPacket
//.........这里部分代码省略.........
$side->getLevel()->setBlock($side, new Air());
}
$this->lastBreak = microtime(true);
} else {
$this->inventory->sendHeldItem($this);
}
break;
case PlayerActionPacket::ACTION_ABORT_BREAK:
$this->lastBreak = PHP_INT_MAX;
break;
case PlayerActionPacket::ACTION_RELEASE_ITEM:
if ($this->startAction > -1 and $this->getDataFlag(self::DATA_FLAGS, self::DATA_FLAG_ACTION)) {
if ($this->inventory->getItemInHand()->getId() === Item::BOW) {
$bow = $this->inventory->getItemInHand();
if ($this->isSurvival() and !$this->inventory->contains(Item::get(Item::ARROW, null))) {
$this->inventory->sendContents($this);
break;
}
$arrow = false;
foreach ($this->inventory->getContents() as $item) {
if ($item->getId() == Item::ARROW) {
$arrow = $item;
}
}
if ($arrow === false and $this->isCreative()) {
$arrow = Item::get(Item::ARROW, 0, 1);
} elseif ($arrow === false) {
break;
}
$nbt = new CompoundTag("", ["Pos" => new ListTag("Pos", [new DoubleTag("", $this->x), new DoubleTag("", $this->y + $this->getEyeHeight()), new DoubleTag("", $this->z)]), "Motion" => new ListTag("Motion", [new DoubleTag("", -sin($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI)), new DoubleTag("", -sin($this->pitch / 180 * M_PI)), new DoubleTag("", cos($this->yaw / 180 * M_PI) * cos($this->pitch / 180 * M_PI))]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $this->yaw), new FloatTag("", $this->pitch)]), "Fire" => new ShortTag("Fire", $this->isOnFire() ? 45 * 60 : 0), "Potion" => new ShortTag("Potion", $arrow->getDamage())]);
$diff = $this->server->getTick() - $this->startAction;
$p = $diff / 20;
$f = min(($p ** 2 + $p * 2) / 3, 1) * 2;
$ev = new EntityShootBowEvent($this, $bow, Entity::createEntity("Arrow", $this->chunk, $nbt, $this, $f == 2 ? true : false), $f);
if ($f < 0.1 or $diff < 5) {
$ev->setCancelled();
}
$this->server->getPluginManager()->callEvent($ev);
if ($ev->isCancelled()) {
$ev->getProjectile()->kill();
$this->inventory->sendContents($this);
} else {
$ev->getProjectile()->setMotion($ev->getProjectile()->getMotion()->multiply($ev->getForce()));
if ($this->isSurvival()) {
$this->inventory->removeItem(Item::get(Item::ARROW, $arrow->getDamage(), 1));
$bow->setDamage($bow->getDamage() + 1);
if ($bow->getDamage() >= 385) {
$this->inventory->setItemInHand(Item::get(Item::AIR, 0, 0));
} else {
$this->inventory->setItemInHand($bow);
}
}
if ($ev->getProjectile() instanceof Projectile) {
$this->server->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($ev->getProjectile()));
if ($projectileEv->isCancelled()) {
$ev->getProjectile()->kill();
} else {
$ev->getProjectile()->spawnToAll();
$this->level->addSound(new LaunchSound($this), $this->getViewers());
}
} else {
$ev->getProjectile()->spawnToAll();
}
}
}
} elseif ($this->inventory->getItemInHand()->getId() === Item::BUCKET and $this->inventory->getItemInHand()->getDamage() === 1) {
示例13: onVipShootBow
public function onVipShootBow(EntityShootBowEvent $event)
{
$player = $event->getEntity();
if (!$player instanceof Player or ($vip = $this->getVip($player)) === null) {
return;
}
if ($vip->refuseToPvp()) {
$event->setCancelled(true);
return;
}
$this->arrowQueue[] = $event->getProjectile()->getId();
}
示例14: onBowUse
public function onBowUse(EntityShootBowEvent $event)
{
if ($event->getEntity() instanceof Player) {
if ($this->disableBowUse) {
$event->setCancelled();
}
}
return;
}
示例15: onShootBow
public function onShootBow(EntityShootBowEvent $event)
{
$ent = $event->getEntity();
if (!$ent instanceof Player) {
return;
}
if (!($ses = $this->getMain()->getSessions()->getSession($ent)) instanceof Session) {
return;
}
if (!$ses->inSession($this)) {
return;
}
if (!($d = $this->getPlayerData($ses)) instanceof PvpSessionData) {
return;
}
$bow = $d->getBowLevel();
$hasFire = Settings::kitpvp_getBowInfo($bow)[4] > 0;
if ($hasFire) {
$event->getProjectile()->setDataFlag(Entity::DATA_FLAGS, Entity::DATA_FLAG_ONFIRE);
}
}