Made redstoney things drop as items more rarely.
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@@ -64,10 +64,6 @@ public class MAListener implements ArenaListener
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{
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{
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if (!arena.inRegion(event.getBlock().getLocation()) || arena.softRestore)
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if (!arena.inRegion(event.getBlock().getLocation()) || arena.softRestore)
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return;
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return;
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MaterialData data = event.getBlock().getState().getData();
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if (data instanceof Attachable || data instanceof Bed || data instanceof Door || data instanceof Redstone)
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event.setCancelled(true);
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}
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}
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*/
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*/
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@@ -216,7 +212,10 @@ public class MAListener implements ArenaListener
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else if (state.getData() instanceof Door)
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else if (state.getData() instanceof Door)
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r = new RepairableDoor(state);
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r = new RepairableDoor(state);
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else if (state.getData() instanceof Attachable || state.getData() instanceof Redstone)
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else if (state.getData() instanceof Attachable || state.getData() instanceof Redstone)
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{
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r = new RepairableAttachable(state);
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r = new RepairableAttachable(state);
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b.setTypeId(1);
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}
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else
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else
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r = new RepairableBlock(state);
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r = new RepairableBlock(state);
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@@ -120,6 +120,7 @@ public class MobArena extends JavaPlugin// implements ArenaPlugin
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// Register events.
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// Register events.
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pm.registerEvent(Event.Type.BLOCK_BREAK, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_BREAK, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_BURN, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_BURN, blockListener, Priority.Highest, this);
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//pm.registerEvent(Event.Type.BLOCK_PHYSICS, blockListener, Priority.Normal, this);
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pm.registerEvent(Event.Type.BLOCK_PLACE, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_PLACE, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_IGNITE, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.BLOCK_IGNITE, blockListener, Priority.Highest, this);
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pm.registerEvent(Event.Type.PLAYER_INTERACT, playerListener, Priority.Normal, this);
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pm.registerEvent(Event.Type.PLAYER_INTERACT, playerListener, Priority.Normal, this);
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