resonant-induction/APIs/icbm/api/explosion/ExplosionEvent.java

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package icbm.api.explosion;
import net.minecraft.entity.Entity;
import net.minecraft.world.Explosion;
import net.minecraft.world.World;
import net.minecraftforge.event.Cancelable;
import net.minecraftforge.event.Event;
/**
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* Use ForgeSubscribe to subscribe to this event. This event is called every single time when an
* ICBM explosion happens.
*
* @author Calclavia
*
*/
@Cancelable
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public class ExplosionEvent extends Event
{
/**
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* The explosion object. Can be cast into {@link Explosion}. This event can be canceled to
* prevent a specific part of an explosion from being executed.
*/
public World world;
public double x, y, z;
public IExplosion iExplosion;
/**
* Pre-cast explosion class.
*/
public Explosion explosion;
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public ExplosionEvent(World world, IExplosion iExplosion)
{
this.world = world;
this.iExplosion = iExplosion;
this.x = ((Explosion) iExplosion).explosionX;
this.y = ((Explosion) iExplosion).explosionY;
this.z = ((Explosion) iExplosion).explosionZ;
}
/**
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* Called before an explosive is detonated to check if detonation is possible. You may cancel
* and explosion here if needed. After this it will be a bit too late to prevent destruction
* without any losses.
*
* @author Calclavia
*
*/
@Cancelable
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public static class ExplosivePreDetonationEvent extends Event
{
public World world;
public Entity entity;
public double x, y, z;
public IExplosive explosion;
public ExplosiveType type;
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public ExplosivePreDetonationEvent(World world, double x, double y, double z, ExplosiveType type, IExplosive explosion)
{
this.world = world;
this.type = type;
this.explosion = explosion;
}
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public ExplosivePreDetonationEvent(World world, Entity entity, ExplosiveType type, IExplosive explosion)
{
this.world = world;
this.entity = entity;
this.type = type;
this.explosion = explosion;
}
}
/**
* Called when an explosion is constructed.
*
* @author Calclavia
*
*/
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public static class ExplosionConstructionEvent extends ExplosionEvent
{
public ExplosionConstructionEvent(World world, IExplosion explosion)
{
super(world, explosion);
}
}
/**
* Called before an explosion happens.
*
* @author Calclavia
*
*/
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public static class PreExplosionEvent extends ExplosionEvent
{
public PreExplosionEvent(World world, IExplosion explosion)
{
super(world, explosion);
}
}
/**
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* Called while an explosion happens. May be called every single tick if explosion is
* procedural. (E.g: Red matter explosive)
*
* @author Calclavia
*
*/
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public static class DoExplosionEvent extends ExplosionEvent
{
public DoExplosionEvent(World world, IExplosion explosion)
{
super(world, explosion);
}
}
/**
* Called after an explosion happens.
*
* @author Calclavia
*
*/
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public static class PostExplosionEvent extends ExplosionEvent
{
public PostExplosionEvent(World world, IExplosion explosion)
{
super(world, explosion);
}
}
}