RangeValueGroup

open class RangeValueGroup(name: String, maxRangeIncrease: Float, throughWallsRange: Float) : ValueGroup, MinecraftShortcuts

Allows adjusting your attack range and scan range.

Inheritors

Constructors

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constructor(name: String, maxRangeIncrease: Float, throughWallsRange: Float)

Properties

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Stores the ValueGroup in which the ValueGroup is included, can be null.

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open val baseKey: String

The base key used when base is null, otherwise the baseKey from base is used when its base is null and so on.

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@get:JvmName(name = "getContainedValues")
val containedValues: Array<Value<*>>
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If true, value will not be included in generated public config

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open val gpuDevice: GpuDevice
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open val interaction: MultiPlayerGameMode
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If true, value will always keep inner equals defaultValue

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var key: String?
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open val mc: Minecraft
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@SerializedName(value = "name")
val name: String
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open val network: ClientPacketListener
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If true, value will not be included in generated RestAPI config

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open val player: LocalPlayer
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open val world: ClientLevel

Functions

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fun adjustAttackRange(attackRange: AttackRange = AttackRange.defaultFor(player)): AttackRange
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fun asStateFlow(): StateFlow<MutableCollection<Value<*>>>
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fun bind(name: String, default: Int = GLFW.GLFW_KEY_UNKNOWN): BindValue
fun bind(name: String, default: InputBind): BindValue
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Binds to the given input name.

fun Value<InputBind>.bind(key: InputConstants.Key, action: InputBind.BindAction, modifiers: Set<InputBind.Modifier>)

Binds to the given input type and code.

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fun block(name: String, default: Block): Value<Block>
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fun <C : SequencedSet<Block>> blocks(name: String, default: C): RegistryListValue<C, Block>
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fun boolean(name: String, default: Boolean, aliases: List<String> = emptyList()): Value<Boolean>
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fun <C : SequencedSet<Identifier>> c2sPackets(name: String, default: C): RegistryListValue<C, Identifier>
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fun color(name: String, default: Color4b): Value<Color4b>
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inline fun curve(name: String, block: CurveValue.Builder.() -> Unit): CurveValue
fun curve(name: String, default: MutableList<Vector2f>, xAxis: CurveValue.Axis, yAxis: CurveValue.Axis, tension: Float = CurveValue.DEFAULT_TENSION): CurveValue
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open fun deserializeFrom(gson: Gson, element: JsonElement)

Deserialize value from JSON

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fun <T : ValueGroup> drop(valueGroup: T): T
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fun easing(name: String, default: Easing): ChoiceListValue<Easing>
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fun <C : SequencedSet<EntityType<*>>> entityTypes(name: String, default: C): RegistryListValue<C, EntityType<*>>
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inline fun <T : Enum<T>, Tagged> enumChoice(name: String, default: T): ChoiceListValue<T>
fun <T : Tagged> enumChoice(name: String, default: T, choices: Set<T>): ChoiceListValue<T>
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fun file(name: String, default: File? = null, dialogMode: FileDialogMode = FileDialogMode.OPEN_FILE, supportedExtensions: Set<String>? = null): FileValue
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fun float(name: String, default: Float, range: ClosedFloatingPointRange<Float>, suffix: String = "", aliases: List<String> = emptyList()): RangedValue<Float>
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fun getAttackRange(itemStack: ItemStack = player.getItemInHand(InteractionHand.MAIN_HAND)): AttackRange
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@JvmName(name = "getTagValue")
fun getTagValue(): Any
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@JvmName(name = "getValue")
fun getValue(): Any

operator fun getValue(u: Any?, property: KProperty<*>): MutableCollection<Value<*>>

Support for delegated properties example: var autoaim by boolean(name = "autoaim", default = true) if(!autoaim) autoaim = true

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fun int(name: String, default: Int, range: IntRange, suffix: String = "", aliases: List<String> = emptyList()): RangedValue<Int>
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fun intRange(name: String, default: IntRange, range: IntRange, suffix: String = "", aliases: List<String> = emptyList()): RangedValue<IntRange>
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fun isInRange(itemStack: ItemStack = player.getItemInHand(InteractionHand.MAIN_HAND), pos: Vec3): Boolean
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fun item(name: String, default: Item): Value<Item>
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fun <C : SequencedSet<Item>> items(name: String, default: C): RegistryListValue<C, Item>
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fun json(valueObject: JsonObject)

Assigns the value of the settings to the component

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fun key(name: String, default: InputConstants.Key = InputConstants.UNKNOWN): Value<InputConstants.Key>
fun key(name: String, default: Int): Value<InputConstants.Key>
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fun <C : SequencedSet<MobEffect>> mobEffects(name: String, default: C): RegistryListValue<C, MobEffect>
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inline fun <T : Enum<T>, Tagged> multiEnumChoice(name: String, vararg default: T, canBeNone: Boolean = true): MultiChoiceListValue<T?>
inline fun <T : Enum<T>, Tagged> multiEnumChoice(name: String, default: Iterable<T>, canBeNone: Boolean = true): MultiChoiceListValue<T?>
inline fun <T : Enum<T>, Tagged> multiEnumChoice(name: String, default: EnumSet<T> = enumSetOf(), choices: EnumSet<T> = enumSetAllOf(), canBeNone: Boolean = true): MultiChoiceListValue<T?>
inline fun <T : Enum<T>, Tagged> multiEnumChoice(name: String, default: SequencedSet<T>, choices: EnumSet<T> = enumSetAllOf(), canBeNone: Boolean = true): MultiChoiceListValue<T?>
fun <T : Tagged> multiEnumChoice(name: String, default: MutableSet<T>, choices: Set<T>, canBeNone: Boolean, isOrderSensitive: Boolean): MultiChoiceListValue<T>
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fun regex(name: String, default: Regex): Value<Regex>
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open override fun restore()

Restore all values to their default values

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fun <C : SequencedSet<Identifier>> s2cPackets(name: String, default: C): RegistryListValue<C, Identifier>
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open fun setByString(string: String)
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@JvmName(name = "setValue")
fun setValue(t: Value): Result<Unit>
operator fun setValue(u: Any?, property: KProperty<*>, t: MutableCollection<Value<*>>)
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fun <C : SequencedSet<SoundEvent>> sounds(name: String, default: C): RegistryListValue<C, SoundEvent>
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fun text(name: String, default: String): Value<String>
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open override fun toString(): String
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fun <T : ValueGroup> tree(valueGroup: T): T
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fun <T : ValueGroup> treeAll(vararg valueGroups: T)
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Unbinds the key by setting it to UNKNOWN_KEY.

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fun <V : Value<*>> value(value: V): V
fun <T : Any> value(name: String, defaultValue: T, valueType: ValueType = ValueType.INVALID, aliases: List<String> = emptyList()): Value<T>
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fun vec2f(name: String, default: Vector2fc): Value<Vector2fc>
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fun vec3d(name: String, default: Vec3 = Vec3.ZERO, useLocateButton: Boolean = true, aliases: List<String> = emptyList()): Value<Vec3>
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fun vec3i(name: String, default: Vec3i = Vec3i.ZERO, useLocateButton: Boolean = true, aliases: List<String> = emptyList()): Value<Vec3i>
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open fun walkInit()
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fun walkKeyPath(previousBaseKey: String? = null)

Walks the path of the ValueGroup and its children