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Remove No Ranged Blocking
No longer needed because it is now implemented in Balkon's WeaponMod: Legacy 1.23.0.
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2 files changed

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-31
lines changed

2 files changed

+0
-31
lines changed

src/main/java/mod/icarus/balkonsexpansion/BEConfig.java

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@@ -49,11 +49,6 @@ public static class GeneralSettings {
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@Config.Comment("Enables extra blocking sounds for battleaxes and katanas [default: true]")
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@Config.RequiresMcRestart
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public boolean MELEE_BLOCKING_SOUNDS = true;
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@Config.Name("No Ranged Blocking")
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@Config.Comment("Disables blocking when reloading ranged weapons or preparing boomerangs because this is mainly unintentional behavior [default: true]")
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@Config.RequiresMcRestart
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public boolean NO_RANGED_BLOCKING = true;
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}
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public static class ModIntegrationSettings {

src/main/java/mod/icarus/balkonsexpansion/event/BEEvents.java

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@@ -2,12 +2,10 @@
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import ckathode.weaponmod.item.IItemWeapon;
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import ckathode.weaponmod.item.ItemMelee;
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import ckathode.weaponmod.item.ItemShooter;
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import ckathode.weaponmod.item.MeleeCompBoomerang;
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import ckathode.weaponmod.item.MeleeComponent;
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import mod.icarus.balkonsexpansion.BEConfig;
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import mod.icarus.balkonsexpansion.BalkonsExpansion;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.item.Item;
@@ -16,7 +14,6 @@
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import net.minecraft.util.SoundCategory;
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import net.minecraftforge.event.entity.living.LivingAttackEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.EventPriority;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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@Mod.EventBusSubscriber(modid = BalkonsExpansion.MOD_ID)
@@ -43,27 +40,4 @@ public static void onBlockMelee(LivingAttackEvent event) {
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}
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}
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}
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@SubscribeEvent(priority = EventPriority.LOWEST)
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public static void onBlockRanged(LivingAttackEvent event) {
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EntityLivingBase entity = event.getEntityLiving();
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if (entity instanceof EntityPlayer) {
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EntityPlayer player = (EntityPlayer) entity;
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ItemStack stack = player.getActiveItemStack();
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Item item = stack.getItem();
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// Skips unwanted items and null values to prevent crashes.
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if (!(item instanceof IItemWeapon)) return;
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MeleeComponent meleeComp = ((IItemWeapon) stack.getItem()).getMeleeComponent();
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// Disables blocking with ranged weapons because this is mainly unintentional behavior.
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if (item instanceof ItemShooter || item instanceof ItemMelee && meleeComp instanceof MeleeCompBoomerang) {
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if (BEConfig.general_settings.NO_RANGED_BLOCKING) {
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player.resetActiveHand();
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}
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}
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}
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}
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}

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