EnderChestInventoryTracker

Properties

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val EventListener.eventListenerScope: CoroutineScope

Get the related CoroutineScope of receiver EventListener.

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open val gpuDevice: GpuDevice
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open val interaction: MultiPlayerGameMode
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open val mc: Minecraft
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open val network: ClientPacketListener
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open val player: LocalPlayer
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open val running: Boolean

Returns whether the listenable is running or not, this is based on the parent listenable and if no parent is present, it will return the opposite of isDestructed.

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val stacks: List<ItemStack>
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open val world: ClientLevel

Functions

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inline fun <E : Event, V> EventListener.computedOn(initialValue: V, priority: Short = 0, crossinline accumulator: (event: E, prev: V) -> V): ReadWriteProperty<EventListener, V>

Returns computed ReadWriteProperty based on the accumulator of specific event.

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open override fun <T : Event> EventListener.createEventHook(eventClass: Class<T>, wrappedContext: CoroutineContext, priority: Short, handler: SuspendableEventHandler<T>): EventHook<T>
open override fun <T : Event> EventListener.createEventHook(eventClass: Class<T>, wrappedContext: CoroutineContext, priority: Short, handler: SuspendableEventHandler<T>): EventHook<T>
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inline fun DebuggedOwner.debugGeometry(name: String, lazyGeometry: () -> ModuleDebug.DebuggedGeometry?)
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inline fun DebuggedOwner.debugParameter(name: String, lazyValue: () -> Any?)
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inline fun <T : Event> EventListener.handler(priority: Short = 0, handler: Consumer<T>): EventHook<T>
fun <T : Event> EventListener.handler(eventClass: Class<T>, priority: Short = 0, handler: Consumer<T>): EventHook<T>
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inline fun <E : Event> EventListener.newEventHook(priority: Short = 0, handler: Consumer<E>): EventHook<E>
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inline fun <T : Event> EventListener.once(priority: Short = 0, crossinline handler: (T) -> Unit): EventHook<T>
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Remove cached scope and cancel it.

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inline fun <T : Event> EventListener.repeated(times: Int = 1, priority: Short = 1, crossinline handler: (T) -> Unit): EventHook<T>
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inline fun <T : Event> EventListener.sequenceHandler(priority: Short = 0, dispatcher: CoroutineDispatcher? = null, onCancellation: Runnable? = null, crossinline eventHandler: SuspendableEventHandler<T>): EventHook<T>

Registers an event hook for events of type T and launches a sequence

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inline fun <T : Event> EventListener.suspendHandler(context: CoroutineContext = EmptyCoroutineContext, priority: Short = 0, behavior: SuspendHandlerBehavior = SuspendHandlerBehavior.Parallel.Default, noinline handler: SuspendableEventHandler<T>): EventHook<T>

Start a Job on event.

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inline fun EventListener.tickHandler(dispatcher: CoroutineDispatcher? = null, onCancellation: Runnable? = null, crossinline eventHandler: suspend CoroutineScope.() -> Unit): EventHook<GameTickEvent>

Registers a repeatable sequence which repeats the execution of code on GameTickEvent.

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open fun unregister()

Unregisters the event handler from the manager. This decision is FINAL! After the class was unregistered we cannot restore the handlers.

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inline fun <T : Event> EventListener.until(priority: Short = 0, crossinline handler: (T) -> Boolean): EventHook<T>
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inline suspend fun <T : Event> EventListener.waitMatches(priority: Short = 0, predicate: Predicate<T>): T

Wait an event of type T which matches given predicate.

suspend fun <T : Event> EventListener.waitMatches(eventClass: Class<T>, priority: Short, predicate: Predicate<T>): T
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inline suspend fun <T : Event> EventListener.waitMatchesWithTimeout(timeout: Duration, priority: Short = 0, predicate: Predicate<T>): T?

Wait an event of type T which matches given predicate. If the timeout is exceeded, return null.

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Wrap the original interceptor and make it auto-detect the listener's running state at suspension to determine whether to resume the continuation.