Sueta

CombatGunSSS

2.3.0

Adds 45 unique guns to Minecraft, each with custom damage, recoil, fire rate, and reload mechanics, enhancing combat with balanced gameplay, multiple weapon types, and flexible customization for varie

·Plugin
  1. 2.3.0latestCombatGunSSS 2.3.0Jul 18, 2026

    [2.3.0] - 2026-07-18

    Fixed
    #### 🔴 CustomItemManager — Ammo/component items craftable into real vanilla resources without a resource pack (Critical / Economy exploit) - Root cause: Ammo and component items are built on top of vanilla Materials purely so a resource pack has something to visually re-skin — e.g. ar_ammo = Material.GOLD_NUGGET, smg_ammo (and the fallback case) = Material.IRON_NUGGET, sg_ammo = Material.CLAY_BALL, and ingot-type components = Material.IRON_INGOT. Without a resource pack installed, players see these exactly as plain vanilla nuggets/ingots — and worse, they are those vanilla materials underneath the custom name/lore/model data. The vanilla crafting grid recognised 9 ar_ammo items as 9 real GOLD_NUGGETs and happily crafted them into a real GOLD_INGOT (same for smg_ammo → iron ingot, and sg_ammo → brick via furnace smelting), letting players convert unlimited free ammo into real vanilla resources. - Fix 1: Added CustomItemManager.isCustomItem(ItemStack) — a generic check for our custom_item_type PDC tag, true for any ammo/component/station item regardless of which vanilla Material it's built on. - Fix 2: CraftingListener.onPrepareCraft() now blocks the vanilla crafting-table result (craftingInventory.setResult(null)) whenever the 3×3/2×2 grid contains any of our tagged items and the grid doesn't match one of our own recognised workbench recipes. - Fix 3: New CraftingListener.onFurnaceSmelt() handler cancels FurnaceSmeltEvent (covers furnace, blast furnace, and smoker) whenever the item being smelted carries our custom tag — closing the same hole for materials with a vanilla smelting recipe (e.g. clay ball → brick). #### 🔴 GunListener.onMeleeAttack() — Melee weapons play the hit sound but deal no damage and don't affect the target (Critical) - Root cause: onMeleeAttack() cancelled the original swing's EntityDamageByEntityEvent and then called target.damage(gun.getDamage(), player) to apply custom damage manually. That call fires its own fresh EntityDamageByEntityEvent with the same damager (the attacking player) and the same ENTITY_ATTACK cause — which re-enters onMeleeAttack() a second time, synchronously, before the outer call returns. On this inner call, ammoManager.tryMeleeAttack() always failed (the cooldown had just been consumed a few lines above in the outer call), so the inner call cancelled its event — which was the event actually carrying the damage. The outer call then continued on to play the hit sound and particles regardless, producing the exact symptom reported: audible hit, zero damage, target completely unaffected. This affected melee weapons only (ranged hitscan damage isn't triggered from a listened EntityDamageByEntityEvent, so it can't recurse the same way). - Fix: Added a meleeInProgress reentrancy guard (Set<UUID>). The player's UUID is added immediately before calling target.damage(...) and removed in a finally block right after. If onMeleeAttack() re-enters for the same player while their UUID is already in the set, it now returns immediately without touching event.setCancelled() — letting the synthetic inner event proceed uncancelled so the damage actually applies. ---
    903 downloads
  2. 2.2.0CombatGunSSS 2.2.0Jul 18, 2026

    [2.2.0] - 2026-07-18

    Fixed
    #### 🔴 GunCommand — Every player-facing subcommand blocked for non-admins (Critical) - Root cause: onCommand() gated the entire /gun command tree behind combatgun.admin before dispatching to any subcommand, and plugin.yml additionally declared permission: combatgun.admin directly on the command — so Bukkit's own command dispatcher rejected non-admins before onCommand() ever ran. This silently broke /gun buy (the Vault shop), /gun attach / /gun detach / /gun attachments, /gun stats, /gun leaderboard, and /gun recipe for every player without combatgun.admin, even though several of these handlers already contained their own combatgun.use check — a check that could never actually execute. - Fix: Removed the command-level permission: entry from plugin.yml. onCommand() now checks a new PLAYER_SUBCOMMANDS set — buy, attach, detach, attachments, stats, leaderboard, recipe, the self-service subcommands that take no target-player argument — against combatgun.use OR combatgun.admin. Every other subcommand (give, giveammo, givepart, station, book, givepouch, givethrowable, inspect, reload, statsreset, seasonreset) still requires combatgun.admin, since each of those can act on an arbitrary target player and is not meant to be self-service. #### 🔴 GunCommand.onTabComplete() — Same admin-only gate hid tab-completion for regular players (High) - Root cause: Identical bug to the one above — onTabComplete() returned an empty list for any sender without combatgun.admin. Even after fixing onCommand(), non-admins would still see zero suggestions when typing /gun . - Fix: onTabComplete() now mirrors the PLAYER_SUBCOMMANDS permission split — non-admins with combatgun.use see the subcommand names they're allowed to run, and id-completion for /gun recipe <id> (a read-only lookup) is available to them as well. Argument completion for admin-only give/inspect/config subcommands remains gated behind combatgun.admin. #### 🟠 VaultHook.buyGun() — Purchased weapon silently lost when inventory is full (Medium) - Root cause: player.getInventory().addItem(gunItem) was called without checking its return value. addItem() silently drops any ItemStack that doesn't fit, so a player with a full inventory was charged the full price but never actually received the gun. - Fix: The leftover ItemStacks returned by addItem() are now dropped at the player's feet via dropItemNaturally(), and the player receives an additional chat message letting them know the purchase was dropped rather than lost.
    Added
    #### CraftingManager — Recipe Browser split into Gun / Melee / Ammo tabs - The recipe browser (opened from the Mechanical Crafting Table's book icon) now shows three clickable category tabs in its bottom row instead of one long mixed list, so players can find what they want to craft without scrolling past unrelated items. - New CraftingManager.BrowserCategory enum (GUN, MELEE, AMMO). Guns and melee weapons are both stored under RecipeData.RecipeKind.GUN internally, so the split is done by checking GunData.isMelee() rather than changing the existing recipe-kind enum — this avoids touching the exhaustive switch on RecipeKind in CustomItemManager. - Each player's last-viewed tab is remembered in-memory (keyed by UUID) so paging with prev/next stays on the same category instead of resetting to Gun; the cache entry is cleared on PlayerQuitEvent to avoid unbounded growth. - A category with no recipes configured shows an explicit "No recipes here" placeholder instead of an empty page. - openRecipeBrowser(Player, int) is preserved for existing call sites and now delegates to a new openRecipeBrowser(Player, int, BrowserCategory) overload. ---
    23 downloads
  3. 2.1.0CombatGunSSS 2.1.0Jun 6, 2026

    [2.1.0] - 2026-06-05

    Fixed
    #### 🔴 EntityDeathListener — UnsupportedOperationException crash on every gun kill (Critical) - Root cause: Both onPlayerDeath() and onEntityDeath() called gunListener.getRecentDamage().remove(uuid). Since v2.0.7, getRecentDamage() returns Collections.unmodifiableMap(recentDamage) — calling .remove() on an unmodifiable map throws UnsupportedOperationException immediately. Every player death after being hit by a gun produced a full stack trace in console and kill attribution was completely broken. - Fix: Replaced both .remove() calls with gunListener.getDamageRecord(uuid), the safe TTL-checked read method that GunListener's own Javadoc already recommended. Entries are now cleaned up by TTL expiry (5 s) and pruneRecentDamage() on the next shot — consistent with the original design intent. #### 🔴 AmmoManager — ConcurrentModificationException / HashMap corruption from async pruneStale() (High) - Root cause: lastShot and lastMeleeAttack were plain HashMap instances. pruneStale() is called from runTaskTimerAsynchronously (async thread) while tryShoot(), extendCooldown(), and clearPlayer() modify the same maps on the main thread. A plain HashMap under concurrent access is undefined behaviour in Java — it can throw ConcurrentModificationException or corrupt internal state silently. - Fix: Changed both fields to ConcurrentHashMap. All call sites are unchanged; ConcurrentHashMap is a drop-in replacement that serialises per-key access correctly. #### 🟠 BleedingManager — Bleeding kills bypass the damage pipeline; no kill attribution (High) - Root cause: player.setHealth(newHp) bypasses EntityDamageEvent entirely. Deaths from bleeding had no kill feed message, the shooter's kill stat was not recorded, the victim's death stat was not recorded, and absorption hearts were not consumed (damage was applied directly to base HP). - Fix 1: Replaced player.setHealth() with player.damage(amount, shooterPlayer) (or player.damage(amount) if the shooter is offline). damage() fires EntityDamageByEntityEvent, correctly consuming absorption hearts and triggering EntityDeathListener with a proper damage cause. - Fix 2: Added a bleedingShooters: Map<UUID, UUID> field to track victim → shooter UUID. tryApply() and applyBleeding() now accept a Player shooter parameter (passed through from GunListener.applyEntityDamage()). cancelTask() and cancelAll() clean up the shooter map alongside the task map. #### 🟠 GunListener + ThrowableManager — Citizens NPCs hit by bullets and grenades (Medium) - Root cause: isValidTarget() had no Citizens NPC check, allowing hitscan bullets to hit NPCs. Likewise, detonateFrag() iterated all nearby LivingEntity instances without filtering NPCs. When an NPC died from a gun, EntityDeathListener.onEntityDeath() broadcast a kill-feed message to all players. - Fix: Added if (entity.hasMetadata("NPC")) return false; to isValidTarget() and if (e.hasMetadata("NPC")) continue; to detonateFrag(). No Citizens soft-depend needed — hasMetadata("NPC") is a plain Bukkit API call that returns false when Citizens is absent. #### 🟠 GunListener — Citizens NPCs pushed by knockback from guns and melee (Medium) - Root cause: Both knockback blocks (applyEntityDamage and onMeleeAttack) called target.setVelocity() on any LivingEntity without checking for NPC metadata. - Fix: Added !target.hasMetadata("NPC") to both knockback conditions. The NPC metadata check is done before calling setVelocity() — if Citizens is not installed, this check costs a single map lookup that always returns false. #### 🟡 ReloadManager — Reload progress bar prefix hardcoded in English (Low) - Root cause: buildBar() used the literal string "🔄 Reloading " instead of routing through LangManager. All other reload messages already used lang.get(key), making this the only hardcoded English string in the reload system. - Fix: Added gun.reload_bar_prefix to both lang/en.yml ("🔄 Reloading") and lang/vi.yml ("🔄 Đang nạp đạn"). buildBar() now calls plugin.getLangManager().get("gun.reload_bar_prefix"). #### 🟡 StatsManager.getTopKillers() — Buffer-only players absent from leaderboard (Low) - Root cause: getTopKillers() queried only the SQLite player_stats table. Players who earned kills within the most recent flush window (~5 minutes) existed only in the in-memory buffer and were invisible on the leaderboard. - Fix: After the DB query, the method now iterates buffer, identifies UUIDs not already present in the result list, and appends them as PlayerStats entries using the online player's display name. The combined list is then re-sorted and trimmed to limit.
    479 downloads
  4. 2.0.7CombatGunSSS 2.0.7May 22, 2026

    [2.0.7] - 2026-05-22

    Fixed
    #### 🔴 StatsManager.flushBuffer() — Kill data silently lost under concurrent load (Critical) - Root cause: The old flush implementation called new HashMap<>(buffer) to snapshot the map, then immediately called buffer.clear(). The gap between these two statements allowed the main thread to call recordKill() and insert a new entry via computeIfAbsent. That new entry was then deleted by buffer.clear() — it was neither in the snapshot (inserted after it was taken) nor survived in the buffer (immediately cleared), so it was never written to SQLite. - Fix: Replaced the snapshot-and-clear pattern with a per-key drain loop: each entry is removed from the ConcurrentHashMap individually using remove(key). Since ConcurrentHashMap.remove() is per-key atomic, any new entry inserted by the main thread after its key has already been drained is guaranteed to remain in the map and be picked up by the next flush cycle. No kill data can be lost. #### 🔴 ThrowableManager — BukkitRunnable tasks not cancelled on plugin disable (Critical) - Root cause: onDisable() stopped the HUD task, bleeding tasks, reload tasks, and the SQLite connection — but never cancelled tasks created by ThrowableManager. The fuse-timer BukkitRunnable in handleThrow() and the smoke particle loop in detonateSmoke() continued to execute after the plugin was disabled, throwing IllegalPluginAccessException for every remaining tick until the tasks expired naturally. - Fix 1: Added a cancelAll() method to ThrowableManager that clears liveProjectiles and cancels all tracked smoke tasks. - Fix 2: detonateSmoke() now stores the returned BukkitTask reference in a ConcurrentHashMap<UUID, BukkitTask> keyed by a random UUID. The task removes its own entry when it completes normally. cancelAll() iterates this map and cancels every outstanding task. - Fix 3: CombatGunSSSPlugin.onDisable() now calls throwableManager.cancelAll() alongside the other existing cleanup calls. #### 🔴 GunListener — Duplicate import statement causes compiler warning (Low / Code Quality) - Root cause: GunListener.java contained two identical import java.util.concurrent.ThreadLocalRandom; declarations — one was introduced during a merge and never removed. - Fix: Removed the duplicate import. The class compiles cleanly with a single declaration. #### 🟡 GunListener.clearAds() — ADS exit incorrectly removes scope slowness (Medium) - Root cause: clearAds() used the condition existing.getAmplifier() <= 5 before removing the Slowness effect. This range is too broad: SCOPE_SLOWNESS = 3 falls within it. When a player was simultaneously scoped (Slowness level 3 applied by onSneak) and then exited ADS mode, clearAds() removed the Slowness effect entirely — stripping the scope movement penalty and leaving the player able to move at full speed while scoped. - Fix: Changed the condition to existing.getAmplifier() != SCOPE_SLOWNESS. ADS exit now only removes the Slowness effect when its amplifier level is not the scope level — leaving scope behaviour intact. #### 🟡 ReloadManager — Hardcoded English strings bypass i18n system (Medium) - Root cause: Four player-facing messages in ReloadManager were hardcoded English strings instead of routing through LangManager: "Magazine is already full!", "No <ammo> in inventory.", "Reload failed: no ammo left.", and the entire "✔ Reloaded! [x/y] -z ammo" completion message. Servers configured with language: vi displayed English during all reload feedback. - Fix: All four messages now call plugin.getLangManager().get(key) / .format(key, args) using the existing lang keys (gun.reload_full, gun.reload_no_ammo, gun.reload_failed, gun.reload_done) that were already defined in both lang/en.yml and lang/vi.yml but never wired up in ReloadManager. #### 🟡 BleedingManager.tryApply() — Inconsistent RNG usage (Medium) - Root cause: tryApply() used Math.random(), which delegates to a single shared java.util.Random instance. This is inconsistent with GunListener, which explicitly replaced static Random with ThreadLocalRandom.current() (with a comment explaining the reasoning). On servers with many simultaneous bleed chance rolls (burst fire hitting multiple targets), the shared lock in Math.random() causes minor contention. - Fix: Replaced Math.random() with ThreadLocalRandom.current().nextDouble(), consistent with the rest of the codebase. #### 🟡 ThrowableManager.detonateSmoke() — Inconsistent RNG usage (Medium) - Root cause: Same issue as BleedingManager — Math.random() used for particle position offsets inside a hot loop (20 calls per 4-tick interval per active smoke grenade). - Fix: Replaced all three Math.random() calls with ThreadLocalRandom.current().nextDouble(). #### 🟡 AttachmentManager — Duplicate import statement (Code Quality) - Root cause: AttachmentManager.java contained two identical import org.bukkit.entity.Player; declarations introduced during a refactor. - Fix: Removed the duplicate import. #### 🟡 GunListener.getRecentDamage() — Mutable map reference exposed via public API (Medium) - Root cause: getRecentDamage() returned the internal HashMap<UUID, DamageRecord> reference directly. Any external code (addon plugins accessing GunListener via CombatGunAPI) calling getRecentDamage().clear() or .put(...) could silently corrupt kill-attribution logic without any indication. - Fix 1: getRecentDamage() now returns Collections.unmodifiableMap(recentDamage) — external callers can read the map but cannot mutate it. - Fix 2: Added getDamageRecord(UUID entityId) — a safer lookup method that returns the record only if it is non-null and within the TTL window. EntityDeathListener should use this instead of getRecentDamage().get(uuid) for correct TTL filtering. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
    201 downloads
  5. 2.0.6CombatGunSSS 2.0.6May 14, 2026

    [2.0.6] - 2026-05-14

    Fixed
    #### 🔴 GunListener.isFriendlyFire() — Scoreboard team detection using wrong scoreboard (Critical) - Root cause: shooter.getScoreboard() and targetPlayer.getScoreboard() return each player's personal scoreboard view, which may differ between players when a scoreboard plugin assigns individual views. Team membership is defined on the main scoreboard, so using a personal scoreboard could return null even when both players are on the same team — or vice versa, allowing players to bypass friendly-fire restrictions. - Fix: Replaced both player.getScoreboard() calls with a single Bukkit.getScoreboardManager().getMainScoreboard() lookup. Team membership is now always evaluated against the authoritative server scoreboard. #### 🔴 GunListener — Memory leak in recentDamage map (Critical) - Root cause: recentDamage entries were only evicted by pruneRecentDamage(), which runs after each shot. Players who disconnected (crash, /kick, network drop) or died without triggering a subsequent shot by another player left stale DamageRecord entries in the map indefinitely, growing unbounded on long-running servers. - Fix: Added recentDamage.remove(p.getUniqueId()) to both onQuit() and onDeath() event handlers, ensuring entries are cleaned up immediately when a player leaves or dies — in addition to the existing TTL-based pruning. #### 🟡 GunListener — Shared static Random causes thread contention and predictable spread (Medium) - Root cause: private static final Random RANDOM = new Random() is shared across all usages of GunListener. Java's Random is thread-safe via internal synchronization, which causes lock contention when multiple players fire simultaneously, and its LCG algorithm produces correlated sequences when called rapidly — making bullet spread slightly predictable. - Fix: Replaced the shared field with a private helper rng() that returns ThreadLocalRandom.current(). Each thread gets its own independent, higher-quality RNG with zero contention. All three RANDOM.nextDouble() call sites updated to rng().nextDouble(). #### 🟡 StatsManager — Unsynchronized async DB access on shared connection (Medium) - Root cause: flushBuffer() is synchronized on the StatsManager instance, but incrementGunKill() and getGunKills() — both called from async tasks — are not. All three methods share the same JDBC Connection. Concurrent execution of flushBuffer() and incrementGunKill() could interleave SQL transactions, causing SQLITE_BUSY errors, corrupted auto-commit state, or inconsistent read results in getGunKills(). - Fix: Marked both incrementGunKill() and getGunKills() as synchronized. All three DB-touching methods now synchronize on the same monitor (the StatsManager instance), serializing access to the shared connection without requiring a connection pool. ---
    84 downloads
  6. 2.0.5CombatGunSSS 2.0.5Apr 26, 2026

    [2.0.5] - 2026-04-26

    Added
    #### AttachmentApplyEvent and AttachmentRemoveEvent — Developer API - Two new cancellable events fire when a player attaches or removes an attachment from a gun. - `AttachmentApplyEvent` — fired before fitAttachment() writes the PDC key. Provides getPlayer(), getGunData(), getIncoming() (attachment being fitted), and getReplacedAttachment() (previously occupied slot, or null). Cancellable — cancel to block the attachment action. - `AttachmentRemoveEvent` — fired before removeAttachment() clears the PDC key. Provides getPlayer(), getGunData(), getSlot(), and getRemoved() (the attachment being stripped). Cancellable — cancel to block the removal. - AttachmentManager.fitAttachment(Player, ItemStack, GunData, String) — new overload that fires the apply event. The no-player overload is retained for internal use. - AttachmentManager.removeAttachment(Player, ItemStack, GunData, AttachmentType) — new overload that fires the remove event. - Example use-cases: locking legendary weapons from modification, auto-returning detached attachments to the player's inventory, logging equipment changes, restricting attachments in specific regions. #### DamageCalculator — Centralised Damage Math Utility - New util/DamageCalculator.java extracts all damage-pipeline calculations from GunListener, making them independently testable and accessible to add-on plugins. - Static methods: - baseDamage(GunData, double eventMult) — gun damage × projectile multiplier × event multiplier. - falloffMultiplier(GunData, double dist) — linear range-based damage reduction from damageFalloffStart to min floor. - headshotMultiplier(GunData, boolean headshot) — returns headshotMultiplier or 1.0. - finalDamage(GunData, double dist, boolean headshot, double eventMult) — full pipeline in one call. - isHeadshot(double hitY, double baseY, double height, boolean crouching) — single source of truth for headshot detection, accounting for crouch state. - effectiveSpread(GunData, double scopeSpread, boolean scoped, boolean ads, double moveMult) — spread value for all fire modes. - pelletSpread(double baseSpread, boolean multiPellet) — per-pellet spread for shotguns. - Named constants: HEAD_ZONE_START (0.80), CROUCH_FACTOR (0.85), SHOTGUN_SPREAD_FACTOR (1.45) — previously magic numbers scattered across GunListener. - GunListener now delegates all damage math and spread calculations to DamageCalculator. The private computeFalloffMultiplier() method has been removed (logic moved to DamageCalculator.falloffMultiplier()). #### StatsManager — Per-Kill Detail Log (kills_by_gun_detail table) - New SQLite table kills_by_gun_detail added via schema migration v3. Stores one row per kill with uuid, gun_id, headshot flag, and Unix timestamp (ms). - Enables future features: per-weapon leaderboards, session-based kill analytics, and season resets that preserve historical totals in the detail log while zeroing the aggregate counters. - Two covering indexes (idx_kbgd_uuid, idx_kbgd_gun) ensure per-player and per-weapon queries stay fast as the table grows. - Schema migration runs automatically on first startup of 2.0.5 — no manual SQL required. #### GunCommand — Season Reset and Per-Player Stats Reset - `/gun statsreset <player>` — resets kills, deaths, headshots, gun kills, and detail records for a single online player. Wipes the in-memory buffer and schedules async DB deletes across all three stat tables. - `/gun seasonreset confirm` — resets ALL players' stats (requires the literal confirm argument as a safeguard against accidental use). Clears the in-memory buffer and truncates player_stats, gun_kills, and kills_by_gun_detail in a single transaction. Prints a gold confirmation message on success. - Both commands require combatgun.admin permission. - Both commands fail gracefully with a clear error if StatsManager is disabled (SQLite unavailable).
    Improved
    #### GunListener — God Class Reduction - performShot() spread logic (previously a three-branch if/else if/else block) replaced with a single DamageCalculator.effectiveSpread() call. - applyEntityDamage() damage calculation (previously inline) replaced with DamageCalculator.finalDamage() and DamageCalculator.baseDamage(). - isHeadshot() private method now delegates entirely to DamageCalculator.isHeadshot() — single source of truth for headshot geometry. - Removed computeFalloffMultiplier() private method (~7 lines) — logic now lives in DamageCalculator. #### StatsManager — Schema Version Bumped to 3 - SCHEMA_VERSION constant updated from 2 to 3. - recordKill() now passes the headshot flag to incrementGunKill() so both the aggregate gun_kills table and the new kills_by_gun_detail table are updated in one async task. - resetStats(UUID) now also deletes from kills_by_gun_detail in addition to player_stats and gun_kills. - resetAllStats() truncates all three stat tables in a single transaction. ---
    108 downloads
  7. 2.0.3CombatGunSSS 2.0.3Apr 18, 2026

    [2.0.3] - 2026-04-18

    Fixed
    #### 🔴 AmmoPouchManager.unpackPouch() — Pouch lost when inventory is full (Critical) - Root cause: When partially unpacking (only a few slots left in inventory), the code always called pouch.setAmount(0) regardless of how many bullets were actually transferred. The entire pouch was destroyed even if bullets remained inside. - Fix: If remaining > 0 (unpack not completed), update the PDC pouch_quantity to the remaining amount and refresh the lore instead of destroying the pouch. Only call setAmount(0) when all bullets have been successfully transferred. #### 🔴 ReloadManager — Reload task running every 1 tick causing high CPU usage (Critical) - Root cause: runTaskTimer(plugin, 0L, 1L) scheduled 20 times per second for every player reloading. With 10 players reloading simultaneously, this resulted in 200 task calls per second just for the progress bar. - Fix: Changed to runTaskTimer(plugin, 0L, 2L) and adjusted totalTicks = reloadTime * 10.0 so reload duration remains unchanged. This reduces reload system CPU load by approximately 50%. #### 🔴 GunListener.isHeadshot() — Inaccurate headshots while player is crouching (Critical) - Root cause: Used fixed entity.getHeight() * 0.8 without accounting for crouching players (hitbox shrinks to ~1.5 blocks instead of 1.8). - Fix: Detect player.isSneaking() and multiply height *= 0.85 before calculating headY threshold. Headshot detection is now accurate for both standing and crouching states. #### 🔴 CraftingManager.craftFromStation() — No rollback when crafting fails (Critical) - Root cause: consumeIngredients() ran before createResultItem(). If createResultItem() returned null (invalid gun ID, config error, etc.), ingredients were consumed but no item was given → permanent item loss. - Fix: Snapshot all input slots before consuming. If createResultItem() returns null, restore ingredients from the snapshot. #### 🟡 GunListener.applyRecoil() — Potential NPE when AntiCheatHook is disabled (Medium) - Root cause: if (hm2 != null) hm2.getAntiCheatHook().exempt(player) — checked hm2 but not getAntiCheatHook(). If the hook was disabled, getAntiCheatHook() could return an uninitialized instance. - Fix: Added full guard: hm2 != null && hm2.getAntiCheatHook() != null && hm2.getAntiCheatHook().isActive() before calling exempt(). #### 🟡 BleedingManager — Incorrect damage during server lag (Medium) - Root cause: Task used elapsed += 20 to count ticks, but when the server lagged (>50ms per tick), actual damage was lower than the configured damage_per_second. - Fix: Switched to System.currentTimeMillis() for real-time tracking. lastDamageTime is now updated only when damage is actually applied, ensuring exactly 1 second between damage ticks regardless of server lag. #### 🟡 CraftingManager.consumeIngredients() — Incorrect null-check order (Medium) - Root cause: identifyIngredient(item) was called before checking item == null, causing potential NPE with empty inventory slots in some edge cases. - Fix: Moved if (item == null || item.getType().isAir()) continue; before calling identifyIngredient(). #### 🟡 GunListener.onItemHeldChange() — Race condition when switching slots rapidly (Medium) - Root cause: Task with 0-tick delay read getItemInMainHand() — if the player switched slots again before the task ran, it would process the wrong slot's item. - Fix: Store newSlot = event.getNewSlot() before scheduling the task. Inside the task, check player.getInventory().getHeldItemSlot() != newSlot and abort if the player has switched slots again.
    65 downloads
  8. 2.0.2CombatGunSSS 2.0.2Apr 14, 2026

    [2.0.2] - 2026-04-14

    Fixed
    #### NullPointerException: HudManager.sendNow() when shooting any gun - Root cause: GunListener cached plugin.getHudManager() into a final HudManager hudManager field inside its constructor. However, GunListener is instantiated in registerListeners() which runs before startServices() where HudManager is created. The field was always null at the time of assignment. - Fix: Removed the cached hudManager field entirely. All two call-sites now use plugin.getHudManager() inline with a null-guard: if (plugin.getHudManager() != null) plugin.getHudManager().sendNow(player). This makes the call lazy — it resolves the reference at the moment of use rather than at construction time, so startup order no longer matters. ---
    41 downloads
  9. 2.0.1CombatGunSSS 2.0.1Apr 14, 2026

    [2.0.1] - 2026-04-14

    Fixed
    #### Plugin crash on startup (onEnable exception → plugin disabled) - Root cause: Any uncaught exception inside onEnable() caused Bukkit to call disablePlugin() immediately, leaving the plugin in a broken state where commands responded with _"plugin is disabled"_ instead of a useful error message. - Fix: Refactored onEnable() into isolated private methods (initManagers(), registerListeners(), startServices(), registerCommands()). Each step is now wrapped in a top-level try-catch. A detailed stack trace is printed to console before the plugin gracefully self-disables — making the actual root cause visible instead of a cryptic command error. #### StatsManager (SQLite) failure no longer kills the plugin - statsManager.init() is now wrapped in its own try-catch. If SQLite initialisation fails (missing driver, file permission error, corrupted DB), the plugin logs a warning, sets statsManager = null, and continues loading. All stats-dependent features (/gun stats, /gun leaderboard, PAPI %combatgun_kills% etc.) degrade gracefully with a user-friendly error message. #### HookManager failure no longer kills the plugin - hookManager.initAll() is wrapped in a try-catch. If any soft-depend integration throws an unexpected exception, the hook manager is set to null and the plugin runs without integrations rather than crashing entirely. #### Null pointer exceptions when hookManager or statsManager are null - GunListener.isAllowed() — WorldGuard check now guards with hm != null before calling canShoot(). - GunListener.applyRecoil() — AntiCheat exempt call guarded with hm2 != null. - GunCommand.handleBuy() — Vault access guarded; returns a friendly error if hook manager is unavailable. - GunCommand.handleStats() / handleLeaderboard() — Guarded with statsManager != null check; returns a friendly error if stats are disabled. - EntityDeathListener — Stats recording guarded with statsManager != null. #### Material.GREY_DYE compile error - ThrowableManager used the pre-1.13 material name GREY_DYE which no longer exists. Corrected to GRAY_DYE (American English naming introduced in the 1.13 flattening).
    Changed
    - onEnable() restructured into initManagers(), registerListeners(), startServices(), registerCommands(), scheduleCleanup(), printStartupBanner() for clarity and fault isolation. - onDisable() wraps each cleanup call in its own try-catch so a failure in one manager never prevents the others from shutting down cleanly. - Startup banner now correctly reads version from plugin.yml at runtime via getDescription().getVersion() — no hardcoded version strings in Java code. ---
    21 downloads
  10. 2.0.0CombatGunSSS 2.0.0Apr 13, 2026

    [2.0.0] - 2026-04-12

    Added
    #### Weapon Attachment System - Four attachment types with stackable stat modifiers: - SILENCER — reduces sound radius (config: sound_radius_multiplier) with optional damage penalty. - EXTENDED_MAG — adds flat magazine capacity (config: magazine_bonus). - GRIP — reduces pitch recoil and bullet spread (config: recoil_pitch_multiplier, spread_multiplier). - SCOPE — enables precision scope spread at runtime, even on guns where scopeable: false. - Each gun holds at most one attachment per slot. Attaching a second of the same type replaces the first. - Attachments persist on the gun item via PersistentDataContainer keys (combatgun:attach_silencer, etc.). - Commands: /gun attach <id>, /gun detach <TYPE>, /gun attachments (inspect held gun). - Config: Defined under combatgun.attachments.<id> in config.yml. Five built-in definitions included (silencer, extended_mag_ar, extended_mag_smg, tactical_grip, acog_scope). - AttachmentManager exposes stat modifier helpers used at shoot time: soundMultiplier(), damageMultiplier(), magBonus(), spreadMultiplier(), recoilPitchMultiplier(), hasScopeAttachment(). #### Throwable Items (Grenades) - Three throwable types, all thrown as Snowball projectiles and detonated on ProjectileHitEvent or after fuse: - FRAG — Creates a visual explosion and deals falloff damage to nearby entities. - SMOKE — Spawns a timed smoke particle cloud (campfire smoke particles for 10 seconds by default). - FLASHBANG — Applies Blindness and Slowness (simulated deafness) to nearby players, scaled by distance. - Command: /gun givethrowable <id> [player]. - Config: Defined under combatgun.throwables.<id> with full control over fuse, radius, damage, duration, and effect ticks. Three built-in throwables included. - ThrowableListener handles right-click throw and projectile landing. Registered as a separate listener from GunListener. - Projectiles are tracked in ThrowableManager.liveProjectiles and auto-detonate after fuse_ticks if they don't land. #### Kill Statistics & Leaderboard - New StatsManager backed by SQLite (plugins/CombatGunSSS/stats.db). No external database required. - Tracks per-player: kills, deaths, headshots, and per-gun kill counts. - Write buffer flushes to DB every 5 minutes and on plugin disable — minimises disk writes while keeping data safe. - Commands: /gun stats [player] (view stats), /gun leaderboard (top 10 by kills). - New PlaceholderAPI placeholders: %combatgun_kills%, %combatgun_deaths%, %combatgun_headshots%, %combatgun_kd%. - EntityDeathListener now calls StatsManager.recordKill() and recordDeath() on every gun kill. - SQLite JDBC shaded into the jar via maven-shade-plugin with relocation to dev.duong2012g.combatgun.libs.sqlite — no external jar needed.
    Changed
    - CombatGunSSSPlugin — registers AttachmentManager, ThrowableManager, StatsManager; registers ThrowableListener; onDisable() calls statsManager.shutdown(); startup log prints attachment/throwable counts and stats DB status. - GunCommand — added attach, detach, attachments, givethrowable, stats, leaderboard to SUB_COMMANDS, switch, tab completion, and help. - PlaceholderHook — added kills, deaths, headshots, kd placeholders (total 12 placeholders now). - EntityDeathListener — records kill/death to StatsManager on every confirmed gun kill. - plugin.yml — version bumped to 2.0.0. - pom.xml — version bumped to 2.0.0; added sqlite-jdbc 3.45.1.0 as compile dependency; added maven-shade-plugin to shade and relocate SQLite. - config.yml — added combatgun.attachments and combatgun.throwables sections with default definitions. ---
    28 downloads
  11. 1.1.0CombatGunSSS 1.1.0Apr 10, 2026

    [1.1.0] - 2026-04-10

    Added
    #### PlaceholderAPI Integration - New soft-depend on PlaceholderAPI. When the plugin is present, CombatGunSSS registers a %combatgun_*% expansion with 8 real-time placeholders: | Placeholder | Example | Description | | :--- | :--- | :--- | | %combatgun_gun_name% | AK47 | Display name of held gun | | %combatgun_gun_id% | ak47 | Internal ID of held gun | | %combatgun_gun_rarity% | epic | Rarity of held gun | | %combatgun_ammo% | 24 | Current magazine ammo | | %combatgun_ammo_max% | 30 | Magazine capacity | | %combatgun_ammo_reserve% | 90 | Reserve ammo in inventory | | %combatgun_is_reloading% | true | Whether player is reloading | | %combatgun_is_gun% | true | Whether held item is a gun | - All placeholders return safe empty-string or 0 defaults when the player holds no gun. - Compatible with scoreboard plugins (AdvancedHud, TAB, AnimatedScoreboard, etc). #### Vault Economy / Shop - New soft-depend on Vault. When an economy provider is found and combatgun.shop.enabled: true, players can purchase weapons via /gun buy <gun_id>. - Prices are configured per gun in config.yml under combatgun.shop.guns. All 45 built-in weapons have default prices included in the generated config. - Admin shortcut: /gun buy <gun_id> free gives the weapon at no cost (requires combatgun.admin). - Clear failure messages for insufficient funds, missing price entry, and unavailable economy. - /gun buy added to tab completion and /gun help output. - VaultHook is a standalone class — VaultHook.buyGun() can be called from third-party plugins that depend on CombatGunSSS. #### WorldGuard Region Protection - New soft-depend on WorldGuard. When present, a custom flag gun-shooting is registered during onLoad() (before WorldGuard reads region data). - Shooting is blocked in any region where gun-shooting is set to deny:
      /rg flag <region> gun-shooting deny    # block all gun use
      /rg flag <region> gun-shooting allow   # explicitly allow
      
    - Falls back to WorldGuard's built-in PVP flag when gun-shooting is not configured on a region. - Applies to all ranged shots and is checked inside isAllowed() — same path as world and permission checks. Players receive an action-bar message: ⛔ Guns are disabled in this region. - Fails open on unexpected errors to avoid breaking gameplay. #### Anti-Cheat Exemptions (Vulcan & Matrix) - New soft-depend detection for Vulcan and Matrix anti-cheat plugins. - When either plugin is detected, AntiCheatHook.exempt(player) is called immediately before applyRecoil() — preventing false-positive flags on the camera pitch/yaw changes that recoil applies. - Exemption is automatically removed after combatgun.anticheat.exempt_ticks ticks (default 3). - Both exemption and un-exemption calls are fully wrapped in try-catch — an API version mismatch in either anti-cheat never crashes CombatGunSSS. #### Central HookManager - New HookManager class owns all hook instances (PlaceholderHook, VaultHook, WorldGuardHook, AntiCheatHook). - Initialized once in onEnable(). Each hook initializes independently — a failure in one never prevents others from loading. - Accessible via plugin.getHookManager() for third-party plugins that want to query hook state. - Startup log now prints Shop: ON (Vault) and WGuard: ON lines based on detected integrations.
    Changed
    - pom.xml — added provided dependencies for PlaceholderAPI 2.11.6, VaultAPI 1.7, and WorldGuard 7.0.9. All three are compile-time only (never shaded into the jar). - plugin.yml — version bumped to 1.1.0; added softdepend list: [PlaceholderAPI, Vault, WorldGuard, Vulcan, Matrix]; updated command description to include buy; updated plugin description. - config.yml — added combatgun.shop section with enabled, currency_symbol, and per-gun price list for all 45 built-in weapons; added combatgun.anticheat.exempt_ticks key; added inline documentation comments for WorldGuard. - GunCommand — added buy to SUB_COMMANDS list, switch statement, tab completion, and help text; added handleBuy() method. - GunListener.isAllowed() — added WorldGuard region check between world check and permission check. - GunListener.applyRecoil() — calls antiCheatHook.exempt(player) before applying camera rotation. - CombatGunSSSPlugin.onLoad() — added WorldGuardHook.registerFlags() call (required before WorldGuard reads region data). - CombatGunSSSPlugin.onEnable() — initializes HookManager after all managers are ready; startup log prints hook status lines. ---
    41 downloads
  12. 1.0.3CombatGunSSS 1.0.3Apr 9, 2026

    [1.0.3] - 2026-04-09

    Added
    #### Action Bar HUD - New persistent ammo HUD displayed on the action bar while holding any ranged weapon. - Format: 🔫 <GunName> ▐████████████░░░░▌ 22 / 30 • 90 - Gun name is colored by rarity: white (common) → aqua (rare) → light purple (epic) → gold (legendary). - Visual bar transitions from green (full) to gold (≤ 25%) to red (≤ 10%) as ammo depletes. - Reserve count turns red when the player has no reserve ammo left. - HUD yields automatically to the reload progress bar during active reloads — no visual conflict. - Immediate update on every shot (no delay waiting for the next tick). - Configurable via new combatgun.hud config block: - enabled (boolean, default true) — toggle the HUD entirely. - update_interval_ticks (integer, default 5) — refresh rate in ticks. Lower = smoother, minimum 1. #### Auto-Reload When Empty - New config key combatgun.auto_reload_when_empty (boolean, default true). - When enabled, CombatGunSSS automatically starts a reload after a gun fires its last round, saving the player from manually pressing [F]. - Auto-reload respects the existing GunReloadEvent — other plugins can still cancel it. - Set to false for hardcore or manual-reload server modes. #### Developer API — GunHitEvent - New informational event GunHitEvent, fired immediately after a bullet successfully damages a living entity. - Provides the complete damage pipeline in a single event: - getBaseDamage() — damage before falloff and headshot multiplier. - getFinalDamage() — damage actually applied after all multipliers. - isHeadshot() — whether the hit registered as a headshot. - getDistance() — distance in blocks from shooter eye to hit position. - getShooter(), getTarget(), getGun() — full context. - Intended for stat tracking, cosmetic side-effects, or per-hit reward systems. Not cancellable (damage is already done by the time the event fires). #### Developer API — GunShootEvent.getBaseDamage() - New method on the existing GunShootEvent, available pre-shot before any multipliers are applied. - Returns gun.getDamage() * gun.getProjectileDamageMultiplier(). - Useful for pre-shot checks such as arena minimum-damage caps or logging without recalculating manually.
    Changed
    - CombatGunAPI — added GunHitEvent to the CUSTOM_EVENTS documentation array and updated Javadoc to list all four custom events with descriptions. - CombatGunSSSPlugin — registers and stops HudManager; logs HUD: ON/OFF to console on startup. - GunListener — removed private sendAmmoBar() helper (replaced by HudManager); calls hudManager.sendNow() after each shot for an instant HUD update; applies auto_reload_when_empty config check before triggering reload on empty magazine.
    Fixed
    - `GunHitEvent` damage transparency — previously, third-party plugins had no way to observe the actual damage applied by a bullet (only the pre-shot GunShootEvent existed). Final damage, falloff, and headshot calculations were completely opaque after v1.0.2. GunHitEvent closes this gap. ---
    31 downloads
  13. 1.0.2CombatGunSSS 1.0.2Apr 7, 2026

    [1.0.2] - 2026-04-07

    Added
    #### Developer API — Custom Events - `GunShootEvent` (cancellable) — fired before every ranged shot. Other plugins can cancel the shot entirely or modify damage via setDamageMultiplier(double). Useful for anti-cheat integration, zone-based restrictions, or temporary power-up effects. - `GunReloadEvent` (cancellable) — fired when a player starts a reload. Cancel to block reloading in specific zones or game states (e.g., "no reload during objective capture"). - `GunHeadshotEvent` (informational) — fired on every confirmed headshot. Provides shooter, target, gun data, and final damage for kill-feed plugins, stat trackers, or custom rewards. #### Friendly Fire Control - New config keys combatgun.friendly_fire (boolean, default true) and combatgun.team_provider (string). - scoreboard mode — uses vanilla Minecraft scoreboard teams (/team add …). Players sharing a team cannot shoot each other when friendly fire is off. - permission_group mode — players sharing any combatgun.team.<n> permission node are considered teammates. - Both ranged shots and melee attacks respect the friendly-fire setting. #### Toggleable Effects - New combatgun.effects config block. Every visual and audio effect can now be enabled or disabled individually without recompiling: - bullet_trail, muzzle_flash, hit_particles, block_impact, headshot_particles - gun_sound, melee_sound, melee_particles - sound_volume — master volume multiplier for all gun sounds (0.0 – 2.0, default 1.5) - Disabling heavy effects (bullet trails, muzzle flash) can meaningfully reduce particle load on high-population servers. #### Kill / Death Messages - Gun kills now override the vanilla death message with a formatted line showing killer name, weapon name (colored by rarity), and a ☠ HEADSHOT prefix when applicable. - Implemented via a short-lived DamageRecord map (TTL 5 seconds) that links the last gun shot to the subsequent death event — no false attribution on delayed deaths.
    Fixed
    #### Memory Leak in AmmoManager - lastShot and lastMeleeAttack were plain HashMap entries that were only removed when clearPlayer() was called on a clean quit or death. Players who disconnected via server crash, network drop, or /kick left stale entries that accumulated indefinitely. - Fix: Added AmmoManager.pruneStale(long olderThan) and a periodic async scheduler in onEnable() that calls it every 2 minutes, removing any entry whose timestamp is older than 60 seconds. #### getMeleeCooldownRemaining Always Returned Wrong Value - The zero-argument overload getMeleeCooldownRemaining(UUID) contained a hardcoded cooldownMs = 1000 with a comment acknowledging the bug. It would always calculate the remaining cooldown against 1 second regardless of the actual weapon's fire rate. - Fix: Removed the broken zero-argument overload entirely. Only the correct getMeleeCooldownRemaining(UUID, long weaponCooldownMs) overload is retained. All callers already passed the weapon cooldown. #### Reload Not Cancelled on Teleport / World Change - When a player teleported or changed worlds while a reload was in progress, the reload BukkitRunnable continued executing in the background. If the reload completed, ammo was consumed and applied to the gun even though the player was now in a different (possibly gun-banned) world. - Fix: Added cancelReload(player, false) calls to both onTeleport and onChangedWorld event handlers, matching the existing behaviour of onDeath and onQuit. #### isMelee() Could Throw NullPointerException - GunData.isMelee() evaluated "none".equalsIgnoreCase(ammoType). If a gun's YAML omitted ammo_type entirely, ammoType was null and this call threw an NPE silently swallowed by the YAML loader, causing the weapon to not load. - Fix: isMelee() is now a stored boolean field derived at construction time. It is true when category == "melee" OR ammoType is null, blank, or "none".
    Refactored
    #### GunData — Builder Pattern - Replaced the 27-parameter constructor with a fluent GunData.Builder. Every field has a sensible default so callers only set what differs. This prevents silent argument-order bugs (two adjacent double fields are indistinguishable to the compiler in a positional constructor). - GunManager.parseGun() updated to use the builder; all other call sites remain source-compatible. #### Bullet Trail — Adaptive Density + Lighter Particle - Trail step count now scales with distance: steps = distance < 20 ? distance × 2 : distance × 0.8, capped at 40. Previously always min(60, distance × 2) which produced up to 80 particles on sniper shots. - Switched from Particle.SMOKE to Particle.DUST (small grey, 0.3f radius) — lighter on client render without a visible quality difference at combat distances. ---
    35 downloads
  14. 1.0.1CombatGunSSS 1.0.1Apr 5, 2026

    [1.0.1] - 2026-04-05

    Fixed
    #### Crafting System - `registerVanillaRecipes()` was never called — component recipes were not registered with Bukkit on startup or after /gun reload, so the vanilla Recipe Book showed no entries. Fixed by calling registerVanillaRecipes() in onEnable() and handleReload(). - Best-match recipe resolution — ar_ammo, smg_ammo, and hg_ammo share the same four ingredient types (brass_casing, gunpowder, steel_scrap, primer_cap). The old first-match algorithm could produce the wrong ammo type when a player placed slightly more ingredients than the minimum required. Replaced with a lowest-surplus algorithm that always selects the recipe whose ingredient amounts are closest to what the player put in. - `break` only exited the inner loop in `registerVanillaRecipes()` — when a component recipe required more than 9 items total (the Bukkit ShapelessRecipe cap), the warning was logged but the outer ingredient loop continued, resulting in a partially-built recipe being registered silently. Changed to a labeled break outer so the entire recipe is skipped on overflow. - Double-click (COLLECT) could pull ingredients out of the Mechanical Crafting Table — Bukkit's COLLECT click type sweeps the entire open inventory for matching items, bypassing the station's input-slot guard and corrupting the crafting preview. Added an explicit ClickType.DOUBLE_CLICK cancel at the top of onInventoryClick. - Recipe book identified by display name instead of PDC tag — any written_book with "Recipe Guide" in its name would hijack the recipe GUI. The book now carries a recipe_book_marker PDC key set at creation time; RecipeBookListener checks this key instead. - `RecipeCategory.valueOf` could throw uncaught `IllegalArgumentException` — if PDC data was corrupt or written by a different plugin version, the category click handler would crash with an unhandled exception. Wrapped in try-catch with a warning log. #### Combat - Removed 5 `[DEBUG]` log statements from `GunListener.traceProjectile()` — these were left in from development and spammed the server console with 4–5 lines per bullet fired. ---
    33 downloads
  15. 1.0.0CombatGunSSS 1.0.0Apr 2, 2026

    [1.0.0] - 2026-04-02

    Added
    #### Weapons - 39 Ranged Weapons across 5 categories: - Assault Rifles: AK47, M4A1, SCAR, AUG, FAMAS, G36, Groza, AN94, M14, ParaFAL, XM8, Kingfisher - SMGs: MP5, P90, Vector, Bizon, UMP, Thompson, MAC-10, MP40, VSS, CG15 - Snipers: AWM, M24, Kar98k, M82B, M107, VSK94 - Shotguns: M1014, SPAS-12, MAG-7, M1887, M590, Trogon - Pistols: Desert Eagle, G18, USP, M1917, M1873, M500 - 6 Melee Weapons: Bat, Knife, Pan, Parang, Katana, Scythe #### Combat System - Hitscan shooting mechanics with ray-tracing - Per-weapon recoil (pitch/yaw), spread, and recovery - Damage falloff based on distance traveled - Headshot detection and multipliers - Block penetration through soft materials - Entity penetration for multi-target shots - Knockback system for both ranged and melee - Movement spread penalty while sprinting/jumping - Burst fire support with configurable delays - Shotgun pellet spread mechanics #### Melee System - Left-click attack mechanics (EntityDamageByEntityEvent) - Range check (4 blocks default) - Separate cooldown system from ranged weapons - Knockback on melee hits - Sound effects at target location - Cooldown feedback in action bar #### Crafting System - Mechanical Crafting Table (21-slot GUI) - Vanilla Crafting Table component recipes - Recipe Book with visual browser - Per-item ingredient requirements - Non-grid-based crafting interface - Output preview with weapon stats #### Ammo System - 5 Ammo Types: AR, SMG, Sniper, Shotgun, Handgun - Magazine system with reload mechanics - Swap-hand [F] key reload - Durability system for weapons - Auto-reload when empty #### Configuration - Per-weapon YAML configuration files - Separated folder structure: guns/ and melees/ - Custom weapon support (add your own YAML files) - World whitelist/blacklist support - Mob drop configuration - Custom Model Data support for resource packs #### Developer API - Public API class: CombatGunAPI - Query gun data and recipes - Create gun/ammo/component items programmatically - Check item types and player state - World permission checks #### Commands - /gun give <id> [player] - Give weapons - /gun giveammo <id> [amount] [player] - Give ammo - /gun givepart <id> [amount] [player] - Give components - /gun station [player] - Give crafting table - /gun book [player] - Give recipe book - /gun list [category] - List all weapons - /gun recipe <id> - Show crafting chain - /gun inspect [player] - Inspect held weapon - /gun reload - Reload configurations #### Permissions - combatgun.admin - Access to all admin commands - combatgun.use - Allow using guns (default: true) - combatgun.use.<gun_id> - Per-weapon permissions #### Visual Effects - Bullet trail particles - Muzzle flash effects - Hit particles and sound effects - Headshot particle effects - Block impact particles - Sweep attack particles for melee - Action bar ammo display - Action bar cooldown feedback
    Technical
    - Paper/Spigot 1.21+ API support - Java 21 requirement - Persistent data container for item storage - Tab completion for all commands - Optimized ray-tracing with entity filtering
    Notes
    - Initial release after extensive testing - All 45 weapons balanced and configured - Full documentation and examples provided - Ready for production servers ---

    Future Roadmap

    Planned for 1.1.0
    - Scope zoom mechanic for sniper rifles - Weapon attachment system - More melee weapons - Explosive weapons (RPG, Grenades)
    Planned for 1.2.0
    - Player statistics tracking - Leaderboard system - Kill/death tracking - Weapon usage statistics ---
    37 downloads

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