Pass ignition by players to BlockBreakEvent handler #2050
Merged
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Technically a BlockPlaceEvent is more accurate to what's going on with a state change, but calling an accurate BlockPlaceEvent is a lot more annoying - we have to capture a state, make the change with no physics, and then undo the change again so that either the event is cancelled or MC can re-make the same change.
Really we more just want to not add a bunch of duplicate code here.
Closes #2048