eattacker = ((Projectile)eattacker).getShooter();
}
if (eattacker.equals(edefender)) return true;
// ... gather defender PS and faction information ...
PS defenderPs = PS.valueOf(defender);
Faction defenderPsFaction = BoardColls.get().getFactionAt(defenderPs);
// ... PVP flag may cause a damage block ...
if (defenderPsFaction.getFlag(FFlag.PVP) == false)
{
if (eattacker instanceof Player)
{
if (notify)
{
UPlayer attacker = UPlayer.get(eattacker);
attacker.msg("<i>PVP is disabled in %s.", defenderPsFaction.describeTo(attacker));
}
return false;
}
return defenderPsFaction.getFlag(FFlag.MONSTERS);
}
// ... and if the attacker is a player ...
if (!(eattacker instanceof Player)) return true;
Player attacker = (Player)eattacker;
UPlayer fattacker = UPlayer.get(attacker);
// ... does this player bypass all protection? ...
if (MConf.get().playersWhoBypassAllProtection.contains(attacker.getName())) return true;
// ... gather attacker PS and faction information ...
PS attackerPs = PS.valueOf(attacker);
Faction attackerPsFaction = BoardColls.get().getFactionAt(attackerPs);
// ... PVP flag may cause a damage block ...
// (just checking the defender as above isn't enough. What about the attacker? It could be in a no-pvp area)
// NOTE: This check is probably not that important but we could keep it anyways.