/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see
* Note: {@link GameSettings#anaglyph} has been removed in Minecraft 1.13 * * @see EntityRenderer#renderWorldPass(int, float, long) */ void onRenderPass(RenderEvent event); /** * Runs before and after whenever a new world is loaded * * @see Minecraft#loadWorld(WorldClient, String) */ void onWorldEvent(WorldEvent event); /** * Runs before a outbound packet is sent * * @see NetworkManager#dispatchPacket(Packet, GenericFutureListener[]) * @see Packet * @see GenericFutureListener */ void onSendPacket(PacketEvent event); /** * Runs before an inbound packet is processed * * @see NetworkManager#dispatchPacket(Packet, GenericFutureListener[]) * @see Packet * @see GenericFutureListener */ void onReceivePacket(PacketEvent event); /** * Run once per game tick from before and after the player's moveRelative method is called * and before and after the player jumps. * * @see Entity#moveRelative(float, float, float, float) * @see EntityLivingBase#jump() */ void onPlayerRotationMove(RotationMoveEvent event); /** * Called when the local player interacts with a block, whether it is breaking or opening/placing. * * @see Minecraft#clickMouse() * @see Minecraft#rightClickMouse() */ void onBlockInteract(BlockInteractEvent event); /** * Called when the local player dies, as indicated by the creation of the {@link GuiGameOver} screen. * * @see GuiGameOver(ITextComponent) * @see ITextComponent */ void onPlayerDeath(); /** * When the pathfinder's state changes * * @param event */ void onPathEvent(PathEvent event); }