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fix: correctly process chunks when using worldguard region blacklists (#2789)
- fixes #2399
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@ -1,5 +1,6 @@
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package com.fastasyncworldedit.bukkit.regions;
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import com.fastasyncworldedit.core.configuration.Settings;
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import com.fastasyncworldedit.core.regions.FaweMask;
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import com.fastasyncworldedit.core.regions.RegionWrapper;
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import com.sk89q.worldedit.bukkit.BukkitAdapter;
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@ -158,6 +159,9 @@ public class WorldGuardFeature extends BukkitMaskManager implements Listener {
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@Override
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public FaweMask getMask(com.sk89q.worldedit.entity.Player wePlayer, MaskType type, boolean isWhitelist) {
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if (isWhitelist && Settings.settings().REGION_RESTRICTIONS_OPTIONS.WORLDGUARD_REGION_BLACKLIST) {
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return new FaweMask(RegionWrapper.GLOBAL());
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}
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final Player player = BukkitAdapter.adapt(wePlayer);
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final LocalPlayer localplayer = this.worldguard.wrapPlayer(player);
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final Location location = player.getLocation();
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@ -482,7 +482,7 @@ public interface Region extends Iterable<BlockVector3>, Cloneable, IBatchProcess
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}
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return set;
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} else {
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return null;
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return set;
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}
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}
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@ -205,7 +205,7 @@ public class RegionIntersection extends AbstractRegion {
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BlockVector3 regMin = region.getMinimumPoint();
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BlockVector3 regMax = region.getMaximumPoint();
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if (tx >= regMin.x() && bx <= regMax.x() && tz >= regMin.z() && bz <= regMax.z()) {
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return region.processSet(chunk, get, set, true);
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set = region.processSet(chunk, get, set, true);
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}
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}
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return set; // default return set as no "blacklist" regions contained the chunk
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