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It works. (Inventory, windows, block placement)
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@ -153,11 +153,12 @@ class PlayerInventory extends BaseInventory{
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if($index >= $this->getSize()){
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$this->sendArmorContents($this->getHolder()->getViewers());
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}
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if($this->getHolder() instanceof Player){
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$this->sendArmorContents($this->getHolder());
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}
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}elseif($this->getHolder() instanceof Player){
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$this->sendSlot($index, $this->getHolder());
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}
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}
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public function getHotbarSize(){
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@ -553,7 +553,7 @@ class Level{
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* @return bool
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*/
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public function setBlock(Vector3 $pos, Block $block, $update = true, $tiles = false, $direct = false){
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if((($pos instanceof Position) and $pos->level !== $this) or $pos->x < 0 or $pos->y < 0 or $pos->z < 0){
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if((($pos instanceof Position) and $pos->getLevel() !== $this) or $pos->x < 0 or $pos->y < 0 or $pos->z < 0){
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return false;
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}
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@ -708,7 +708,6 @@ class Level{
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$hand->position($block);
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}elseif($block->getID() === Item::FIRE){
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$this->setBlock($block, new Air(), true, false, true);
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return false;
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}else{
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return false;
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@ -768,7 +767,6 @@ class Level{
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if($item->getCount() <= 0){
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$item = Item::get(Item::AIR, 0, 0);
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}
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return true;
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}
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@ -85,9 +85,9 @@ abstract class Tile extends Position{
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$this->lastUpdate = microtime(true);
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$this->id = Tile::$tileCount++;
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Tile::$list[$this->id] = $this;
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$this->x = (int) $this->namedtag->x;
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$this->y = (int) $this->namedtag->y;
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$this->z = (int) $this->namedtag->z;
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$this->x = (int) $this->namedtag["x"];
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$this->y = (int) $this->namedtag["y"];
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$this->z = (int) $this->namedtag["z"];
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$index = LevelFormat::getIndex($this->x >> 4, $this->z >> 4);
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$this->chunkIndex = $index;
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