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Document and clean up API events
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@ -3,6 +3,12 @@ package net.ess3.api.events;
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import net.ess3.api.IUser;
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import net.ess3.api.IUser;
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/**
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* Fired when a user's god status is toggled.
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*
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* Note that in older versions (original Essentials and early EssentialsX), the #getAffected
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* and #getController methods are inverted.
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*/
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public class GodStatusChangeEvent extends StatusChangeEvent {
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public class GodStatusChangeEvent extends StatusChangeEvent {
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public GodStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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public GodStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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super(affected, controller, value);
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super(affected, controller, value);
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@ -2,7 +2,9 @@ package net.ess3.api.events;
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import net.ess3.api.IUser;
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import net.ess3.api.IUser;
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/**
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* This event is currently unused, and is retained for ABI compatibility and potential future implementation.
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*/
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public class IgnoreStatusChangeEvent extends StatusChangeEvent {
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public class IgnoreStatusChangeEvent extends StatusChangeEvent {
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public IgnoreStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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public IgnoreStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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super(affected, controller, value);
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super(affected, controller, value);
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@ -15,4 +15,26 @@ public class NickChangeEvent extends StateChangeEvent implements Cancellable {
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public String getValue() {
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public String getValue() {
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return newValue;
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return newValue;
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}
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}
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/**
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* Get the user who CAUSED the state change.
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* (This method is implemented incorrectly.)
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*
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* @return The user who <b>caused the state change</b>.
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*/
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@Override
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public IUser getAffected() {
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return super.getAffected();
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}
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/**
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* Get the user who is AFFECTED by the state change.
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* (This method is implemented incorrectly.)
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*
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* @return The user who <b>is affected by the state change</b>.
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*/
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@Override
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public IUser getController() {
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return super.getController();
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}
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}
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}
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@ -7,9 +7,10 @@ import org.bukkit.event.HandlerList;
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/**
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/**
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* This handles common boilerplate for other StateChangeEvents
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* This handles common boilerplate for events for changes in state.
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* For boolean state, events should extend StatusChangeEvent instead.
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*/
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*/
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public class StateChangeEvent extends Event implements Cancellable {
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public abstract class StateChangeEvent extends Event implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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private static final HandlerList handlers = new HandlerList();
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private boolean cancelled = false;
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private boolean cancelled = false;
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IUser affected;
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IUser affected;
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@ -27,10 +28,20 @@ public class StateChangeEvent extends Event implements Cancellable {
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this.controller = controller;
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this.controller = controller;
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}
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}
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/**
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* Get the user who is affected by the state change.
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*
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* @return The user who is affected by the state change.
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*/
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public IUser getAffected() {
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public IUser getAffected() {
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return this.affected;
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return this.affected;
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}
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}
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/**
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* Get the user who caused the state change.
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*
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* @return The user who caused the state change.
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*/
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public IUser getController() {
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public IUser getController() {
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return controller;
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return controller;
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}
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}
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@ -6,9 +6,9 @@ import org.bukkit.event.Cancellable;
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/**
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/**
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* This handles common boilerplate for other StatusChangeEvents
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* This handles common boilerplate for events for changes in state that are boolean (true/false).
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*/
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*/
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public class StatusChangeEvent extends StateChangeEvent implements Cancellable {
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public abstract class StatusChangeEvent extends StateChangeEvent implements Cancellable {
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private boolean newValue;
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private boolean newValue;
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public StatusChangeEvent(IUser affected, IUser controller, boolean value) {
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public StatusChangeEvent(IUser affected, IUser controller, boolean value) {
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@ -3,7 +3,10 @@ package net.ess3.api.events;
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import net.ess3.api.IUser;
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import net.ess3.api.IUser;
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/**
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/**
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* Called only in Commandvanish. For other events please use classes such as PlayerJoinEvent and eventually {@link IUser#isVanished()}.
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* Fired when a player's vanish status changes due to the /vanish command.
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*
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* For other cases where the player's vanish status changes, you should listen on PlayerJoinEvent and
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* check with {@link IUser#isVanished()}.
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*/
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*/
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public class VanishStatusChangeEvent extends StatusChangeEvent {
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public class VanishStatusChangeEvent extends StatusChangeEvent {
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public VanishStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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public VanishStatusChangeEvent(IUser affected, IUser controller, boolean value) {
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