2.8.6
Bugfix: If in a function the CustomSound was deactivated, the message came that the CustomSound does not exist, if none was specified and if one was specified, the CustomSound was played additionally. This has been fixed.
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@@ -28,14 +28,17 @@ public class Sound {
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break;
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case Click:
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if (!SelectConfig.getSound_Click_Enable()) return;
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if (!function.customSound_Enable) player.playSound(player.getLocation(), SelectConfig.getSound_Click(), 3, 1);
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if (!function.customSound_Enable) {
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player.playSound(player.getLocation(), SelectConfig.getSound_Click(), 3, 1);
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return;
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}
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if (function.customSound_NoSound) return;
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try {
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player.playSound(player.getLocation(), org.bukkit.Sound.valueOf(function.customSound_Sound.toUpperCase().replace(".", "_")), 3, 1);
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} catch (Exception e1) {
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send.console("§4\n§4\n§4\n" + SelectMessages.SoundNotFound.replace("[prefix]", prefix)
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.replace("[sound]", "§6GUI: §e" + Replace.replace(prefix, gui.guiName) + "§r §6Slot: §e" + slot.slot + " §6CustomSound: §9" + function.customSound_Sound));
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.replace("[sound]", "§6GUI: §e" + gui.key + " §6Function: §e" + function.key + "§r §6Slot: §e" + (slot.slot + 1) + " §6CustomSound: §9" + function.customSound_Sound));
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player.playSound(player.getLocation(), SelectConfig.getSound_Click(), 3, 1);
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}
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break;
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