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@@ -40,14 +40,14 @@ public interface Imbuement {
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public static void onLivingDropsEvent(LivingDropsEvent event){
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// Instantly disenchants an imbued weapon if it is dropped when the player dies.
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for(EntityItem item : event.getDrops()){
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removeImbuements(item.getEntityItem());
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removeImbuements(item.getItem());
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}
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}
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@SubscribeEvent
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public static void onItemTossEvent(ItemTossEvent event){
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// Instantly disenchants an imbued weapon if it is thrown on the ground.
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removeImbuements(event.getEntityItem().getEntityItem());
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removeImbuements(event.getEntityItem().getItem());
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}
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/** Removes all imbuements from the given itemstack. */
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@@ -70,7 +70,7 @@ public interface Imbuement {
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// Still not sure if it's better to set stacks in slots or modify the itemstack list directly, but I would
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// imagine it's the former.
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for(Slot slot : event.getContainer().inventorySlots){
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if(slot.getStack() != null && slot.getStack().getItem() instanceof ItemEnchantedBook){
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if(!slot.getStack().isEmpty() && slot.getStack().getItem() instanceof ItemEnchantedBook){
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// We don't care about the level of the enchantments
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Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(slot.getStack());
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// Removes all imbuements
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@@ -104,9 +104,9 @@ public interface Imbuement {
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ItemStack bow = archer.getHeldItemMainhand();
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if(bow == null || !(bow.getItem() instanceof ItemBow)){
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if(bow.isEmpty() || !(bow.getItem() instanceof ItemBow)){
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bow = archer.getHeldItemOffhand();
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if(bow == null || !(bow.getItem() instanceof ItemBow)) return;
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if(bow.isEmpty() || !(bow.getItem() instanceof ItemBow)) return;
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}
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// Taken directly from ItemBow, so it works exactly the same as the power enchantment.
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