Package net.ixdarklord.coolcatcore.api.event.v2.common
package net.ixdarklord.coolcatcore.api.event.v2.common
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ClassDescription
Attachmentvalues being added, changed and removed on any holder (entity, block entity or item stack), and players starting and stopping to track a holder's data.A value was stored where there was none.A value is about to be added, changed or removed by code on this side (not by a sync from the server).Synced values from the server were applied on this client (after their add, change and remove events).A value was removed (reset); the holder reads the default again.A player starts receiving a holder's synced data (server side): they started seeing the entity or received the block entity's chunk (for holders carrying attachments at that moment), or, for their own attachments, joined, respawned or changed dimension (always).A player stops receiving a holder's data (server side): they stopped seeing the entity, the block entity's chunk was dropped for them, or, for their own data, they left.Blocks broken and placed, on the server.A player is about to break a block (server side); interrupting cancels it.A block is about to be placed, on the server; interrupting stops it, and the item isn't used up.A block was placed: by an entity (usually a player), or with no placer.Server commands.Entities on the server.An entity was added to a server level: spawned, or loaded with its chunk (players too, when they join).An entity was taken out of a server level: killed, discarded, unloaded with its chunk, or gone to another dimension.A player using or attacking blocks, items and entities, before the game acts on it.A player starts hitting a block (the first click, not each tick of breaking it); interrupting stops it.A player is about to attack an entity; interrupting stops the attack.A player is about to use (right-click) a block, with whatever is in the hand.A player is about to use (right-click) an entity.A player is about to use (right-click) the item in a hand, aimed at no block or entity.Living entities (players too) being hurt, dying and changing what they wear or hold, on the server.An entity is about to take damage, before armor and effects reduce it; interrupting stops the damage (no hurt flash, no knockback).An entity is about to die; interrupting keeps it alive.What an entity wears or holds in a slot changed (armor, hands, body, saddle), noticed on its next tick.Players joining and leaving the server, their tick, respawning and changing dimension, picking items up, and crafting and smelting.A player went from one dimension to another, by portal or teleport; they are already in the new one.The game made a new player object for a player who died or came back from the End, and is copying them over: the place to carry over what the game doesn't (attachments kept through death already are).A player took what they crafted out of a crafting result slot (the crafting table's, their inventory's, or another menu's built the same way), on the server.After a player ticks, on both sides; checkplayer.level().isClientSide().A player finished logging in and is in the level.A player is logging out.A player is about to pick up an item from the ground: it may be picked up, and they have room.A player is back in the world after dying or leaving the End (the new player object).A player took what was smelted out of a furnace, smoker or blast furnace, on the server.Before a player ticks, on both sides; checkplayer.level().isClientSide().A player is about to go to another dimension: by portal, by command, by another mod's teleporter, anything that moves them across.Recipes being crafted, on the server.A crafting recipe's result was worked out: for the result slot of a crafting grid (the crafting table's, a player's inventory, or another menu built the same way) whenever its ingredients change, or for a crafter about to craft.The server's lifecycle, for dedicated and integrated servers alike.Once the server is ready to tick.Before the levels load.After the server has shut down.When the server begins shutting down, before the levels save.When a player needs the server's datapack contents: once as they log in (joinedis true), and for every player after a datapack reload such as/reload(joinedis false).The server's tick, and each of its levels' ticks.