package net.minecraftforge.event.entity.player;
import cpw.mods.fml.common.eventhandler.Cancelable;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public abstract class PlayerUseItemEvent extends PlayerEvent
{
public final ItemStack item;
public int duration;
private PlayerUseItemEvent(EntityPlayer player, ItemStack item, int duration)
{
super(player);
this.item = item;
this.duration = duration;
}
/**
* Fired when a player starts 'using' an item, typically when they hold right mouse.
* Examples:
* Drawing a bow
* Eating Food
* Drinking Potions/Milk
* Guarding with a sword
*
* Cancel the event, or set the duration or <= 0 to prevent it from processing.
*
*/
@Cancelable
public static class Start extends PlayerUseItemEvent
{
public Start(EntityPlayer player, ItemStack item, int duration)
{
super(player, item, duration);
}
}
/**
* Fired every tick that a player is 'using' an item, see {@link Start} for info.
*
* Cancel the event, or set the duration or <= 0 to cause the player to stop using the item.
*
*/
@Cancelable
public static class Tick extends PlayerUseItemEvent
{
public Tick(EntityPlayer player, ItemStack item, int duration)
{
super(player, item, duration);
}
}
/**
* Fired when a player stops using an item without the use duration timing out.
* Example:
* Stop eating 1/2 way through
* Stop defending with sword
* Stop drawing bow. This case would fire the arrow
*
* Duration on this event is how long the item had left in it's count down before 'finishing'
*
* Canceling this event will prevent the Item from being notified that it has stopped being used,
* The only vanilla item this would effect are bows, and it would cause them NOT to fire there arrow.
*/
@Cancelable
public static class Stop extends PlayerUseItemEvent
{
public Stop(EntityPlayer player, ItemStack item, int duration)
{
super(player, item, duration);
}
}
/**
* Fired after an item has fully finished being used.
* The item has been notified that it was used, and the item/result stacks reflect after that state.
* This means that when this is fired for a Potion, the potion effect has already been applied.
*
* If you wish to cancel those effects, you should cancel one of the above events.
*
* The result item stack is the stack that is placed in the player's inventory in replacement of the stack that is currently being used.
*
*/
public static class Finish extends PlayerUseItemEvent
{
public ItemStack result;
public Finish(EntityPlayer player, ItemStack item, int duration, ItemStack result)
{
super(player, item, duration);
this.result = result;
}
}
}