Update upstream B/CB/S
--- work/Bukkit Submodule work/Bukkit 6eac6d70..1ef8b9d9: > Add Player#openBook(ItemStack) method --- work/CraftBukkit Submodule work/CraftBukkit 17543ecf..649921e5: > Add Player#openBook(ItemStack) method > SPIGOT-2000: Picking up items to shield slot working inconsistently when inventory is full > SPIGOT-5037: Player.openMerchant does not show merchant level > SPIGOT-5038: Inventory.getHolder returns null for wandering traders --- work/Spigot Submodule work/Spigot baafee91..df0eb250: > SPIGOT-5043: Desync if world is changed in PlayerSpawnLocationEvent > Rebuild patches Implementation developer note: This patch adds a "pre-source" patch system for fixing malformed patches from upstream directly. This seems to keep happening so it's best we have some way to deal with them. This system brings those issues into our domain rather than needing to wait for upstream to fix their malformed files.
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@ -1,4 +1,4 @@
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From 9b80b5d016ea9bb1d0f3bf3ae87bb37da03858dc Mon Sep 17 00:00:00 2001
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From 3d8f97070c36b970b9f4594e0c98d07832974efa Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Sun, 18 Mar 2018 12:28:55 -0400
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Subject: [PATCH] Player.setPlayerProfile API
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@ -6,7 +6,7 @@ Subject: [PATCH] Player.setPlayerProfile API
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This can be useful for changing name or skins after a player has logged in.
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diff --git a/src/main/java/org/bukkit/entity/Player.java b/src/main/java/org/bukkit/entity/Player.java
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index 7d6cfb05d..ff799ac78 100644
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index 1e7bbd0e..759d4210 100644
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--- a/src/main/java/org/bukkit/entity/Player.java
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+++ b/src/main/java/org/bukkit/entity/Player.java
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@@ -3,6 +3,7 @@ package org.bukkit.entity;
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@ -17,7 +17,7 @@ index 7d6cfb05d..ff799ac78 100644
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import org.bukkit.Achievement;
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import org.bukkit.Effect;
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import org.bukkit.GameMode;
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@@ -1753,6 +1754,20 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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@@ -1761,6 +1762,20 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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* was {@link org.bukkit.event.player.PlayerResourcePackStatusEvent.Status#SUCCESSFULLY_LOADED}
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*/
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boolean hasResourcePack();
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