Added JavaDoc @see comments and @todo notes for those that aren't specified in the listener
This commit is contained in:
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154cae99a8
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7c93a16862
@ -129,6 +129,8 @@ public abstract class Event {
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/**
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/**
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* Provides a lookup for all core events
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* Provides a lookup for all core events
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*
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* @see org.bukkit.event.
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*/
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*/
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public enum Type {
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public enum Type {
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/**
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/**
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@ -137,46 +139,64 @@ public abstract class Event {
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/**
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/**
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* Called when a player joins a server
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* Called when a player joins a server
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*
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* @see org.bukkit.event.player.PlayerEvent
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*/
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*/
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PLAYER_JOIN (Category.PLAYER),
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PLAYER_JOIN (Category.PLAYER),
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/**
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/**
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* Called when a player is attempting to join a server
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* Called when a player is attempting to join a server
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*
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* @see org.bukkit.event.player.PlayerLoginEvent
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*/
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*/
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PLAYER_LOGIN (Category.PLAYER),
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PLAYER_LOGIN (Category.PLAYER),
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/**
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/**
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* Called when a player sends a chat message
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* Called when a player sends a chat message
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*
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* @see org.bukkit.event.player.PlayerChatEvent
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*/
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*/
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PLAYER_CHAT (Category.PLAYER),
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PLAYER_CHAT (Category.PLAYER),
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/**
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/**
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* Called when a player attempts to use a command
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* Called when a player attempts to use a command
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*
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* @see org.bukkit.event.player.PlayerChatEvent
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*/
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*/
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PLAYER_COMMAND (Category.PLAYER),
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PLAYER_COMMAND (Category.PLAYER),
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/**
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/**
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* Called when a player leaves a server
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* Called when a player leaves a server
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*
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* @see org.bukkit.event.player.PlayerEvent
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*/
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*/
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PLAYER_QUIT (Category.PLAYER),
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PLAYER_QUIT (Category.PLAYER),
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/**
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/**
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* Called when a player moves position in the world
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* Called when a player moves position in the world
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*
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* @see org.bukkit.event.player.PlayerMoveEvent
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*/
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*/
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PLAYER_MOVE (Category.PLAYER),
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PLAYER_MOVE (Category.PLAYER),
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/**
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/**
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* Called when a player undergoes an animation, such as arm swinging
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* Called when a player undergoes an animation, such as arm swinging
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*
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* @todo: add javadoc see comment
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*/
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*/
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PLAYER_ANIMATION (Category.PLAYER),
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PLAYER_ANIMATION (Category.PLAYER),
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/**
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/**
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* Called when a player uses an item
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* Called when a player uses an item
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*
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* @see org.bukkit.event.player.PlayerItemEvent
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*/
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*/
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PLAYER_ITEM (Category.PLAYER),
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PLAYER_ITEM (Category.PLAYER),
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/**
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/**
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* Called when a player teleports from one position to another
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* Called when a player teleports from one position to another
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*
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* @see org.bukkit.event.player.PlayerMoveEvent
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*/
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*/
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PLAYER_TELEPORT (Category.PLAYER),
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PLAYER_TELEPORT (Category.PLAYER),
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@ -186,6 +206,7 @@ public abstract class Event {
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/**
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/**
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* Called when a block is damaged (hit by a player)
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* Called when a block is damaged (hit by a player)
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* @todo: Add Javadoc see note here.
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*/
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*/
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BLOCK_DAMAGED (Category.BLOCK),
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BLOCK_DAMAGED (Category.BLOCK),
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@ -194,18 +215,24 @@ public abstract class Event {
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* check on whether it can be built
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* check on whether it can be built
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*
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*
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* For example, cacti cannot be built on grass unless overridden here
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* For example, cacti cannot be built on grass unless overridden here
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*
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* @see org.bukkit.event.block.BlockCanBuildEvent
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*/
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*/
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BLOCK_CANBUILD (Category.BLOCK),
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BLOCK_CANBUILD (Category.BLOCK),
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/**
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/**
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* Called when a block of water or lava attempts to flow into another
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* Called when a block of water or lava attempts to flow into another
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* block
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* block
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*
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* @see org.bukkit.event.block.BlockFromToEvent
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*/
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*/
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BLOCK_FLOW (Category.BLOCK),
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BLOCK_FLOW (Category.BLOCK),
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/**
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/**
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* Called when a block is being set on fire from another block, such as
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* Called when a block is being set on fire from another block, such as
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* an adjacent block of fire attempting to set fire to wood
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* an adjacent block of fire attempting to set fire to wood
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*
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* @see org.bukkit.event.block.BlockIgniteEvent
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*/
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*/
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BLOCK_IGNITE (Category.BLOCK),
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BLOCK_IGNITE (Category.BLOCK),
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@ -214,32 +241,44 @@ public abstract class Event {
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*
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*
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* A physics check is commonly called when an adjacent block changes
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* A physics check is commonly called when an adjacent block changes
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* type
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* type
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*
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* @see org.bukkit.event.block.BlockPhysicsEvent
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*/
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*/
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BLOCK_PHYSICS (Category.BLOCK),
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BLOCK_PHYSICS (Category.BLOCK),
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/**
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/**
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* Called when a player is attempting to place a block
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* Called when a player is attempting to place a block
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*
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* @see org.bukkit.event.block.BlockRightClickedEvent
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*/
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*/
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BLOCK_RIGHTCLICKED (Category.BLOCK),
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BLOCK_RIGHTCLICKED (Category.BLOCK),
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/**
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/**
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* Called when a player is attempting to place a block
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* Called when a player is attempting to place a block
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*
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* @see org.bukkit.event.block.BlockPlacedEvent
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*/
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*/
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BLOCK_PLACED (Category.BLOCK),
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BLOCK_PLACED (Category.BLOCK),
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/**
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/**
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* Called when an entity interacts with a block (lever, door, pressure plate, chest, furnace)
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* Called when an entity interacts with a block (lever, door, pressure plate, chest, furnace)
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*
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* @see org.bukkit.event.block.BlockInteractEvent
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*/
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*/
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BLOCK_INTERACT (Category.BLOCK),
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BLOCK_INTERACT (Category.BLOCK),
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/**
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/**
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* Called when leaves are decaying naturally
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* Called when leaves are decaying naturally
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*
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* @see org.bukkit.event.block.LeavesDecayEvent
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*/
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*/
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LEAVES_DECAY (Category.BLOCK),
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LEAVES_DECAY (Category.BLOCK),
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/**
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/**
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* Called when a liquid attempts to flow into a block which already
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* Called when a liquid attempts to flow into a block which already
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* contains a "breakable" block, such as redstone wire
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* contains a "breakable" block, such as redstone wire
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*
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* @todo: add javadoc see comment
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*/
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*/
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LIQUID_DESTROY (Category.BLOCK),
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LIQUID_DESTROY (Category.BLOCK),
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@ -247,6 +286,8 @@ public abstract class Event {
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* Called when a block changes redstone current. Only triggered on blocks
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* Called when a block changes redstone current. Only triggered on blocks
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* that are actually capable of transmitting or carrying a redstone
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* that are actually capable of transmitting or carrying a redstone
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* current
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* current
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*
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* @see org.bukkit.event.block.BlockFromToEvent
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*/
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*/
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REDSTONE_CHANGE (Category.BLOCK),
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REDSTONE_CHANGE (Category.BLOCK),
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@ -256,26 +297,36 @@ public abstract class Event {
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/**
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/**
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* Called when a player opens an inventory
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* Called when a player opens an inventory
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*
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* @todo: add javadoc see comment
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*/
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*/
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INVENTORY_OPEN (Category.INVENTORY),
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INVENTORY_OPEN (Category.INVENTORY),
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/**
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/**
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* Called when a player closes an inventory
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* Called when a player closes an inventory
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*
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* @todo: add javadoc see comment
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*/
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*/
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INVENTORY_CLOSE (Category.INVENTORY),
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INVENTORY_CLOSE (Category.INVENTORY),
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/**
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/**
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* Called when a player clicks on an inventory slot
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* Called when a player clicks on an inventory slot
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*
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* @todo: add javadoc see comment
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*/
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*/
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INVENTORY_CLICK (Category.INVENTORY),
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INVENTORY_CLICK (Category.INVENTORY),
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/**
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/**
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* Called when an inventory slot changes values or type
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* Called when an inventory slot changes values or type
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*
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* @todo: add javadoc see comment
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*/
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*/
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INVENTORY_CHANGE (Category.INVENTORY),
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INVENTORY_CHANGE (Category.INVENTORY),
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/**
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/**
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* Called when a player is attempting to perform an inventory transaction
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* Called when a player is attempting to perform an inventory transaction
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*
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* @todo: add javadoc see comment
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*/
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*/
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INVENTORY_TRANSACTION (Category.INVENTORY),
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INVENTORY_TRANSACTION (Category.INVENTORY),
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@ -285,11 +336,15 @@ public abstract class Event {
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/**
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/**
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* Called when a plugin is enabled
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* Called when a plugin is enabled
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*
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* @see org.bukkit.event.server.PluginEvent
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*/
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*/
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PLUGIN_ENABLE (Category.SERVER),
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PLUGIN_ENABLE (Category.SERVER),
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/**
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/**
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* Called when a plugin is disabled
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* Called when a plugin is disabled
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*
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* @see org.bukkit.event.server.PluginEvent
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*/
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*/
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PLUGIN_DISABLE (Category.SERVER),
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PLUGIN_DISABLE (Category.SERVER),
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@ -302,21 +357,29 @@ public abstract class Event {
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*
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*
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* If a new chunk is being generated for loading, it will call
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* If a new chunk is being generated for loading, it will call
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* Type.CHUNK_GENERATION and then Type.CHUNK_LOADED upon completion
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* Type.CHUNK_GENERATION and then Type.CHUNK_LOADED upon completion
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*
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* @see org.bukkit.event.world.ChunkLoadedEvent
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*/
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*/
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CHUNK_LOADED (Category.WORLD),
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CHUNK_LOADED (Category.WORLD),
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/**
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/**
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* Called when a chunk is unloaded
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* Called when a chunk is unloaded
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*
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* @see org.bukkit.event.world.ChunkUnloadedEvent
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*/
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*/
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CHUNK_UNLOADED (Category.WORLD),
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CHUNK_UNLOADED (Category.WORLD),
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/**
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/**
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* Called when a chunk needs to be generated
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* Called when a chunk needs to be generated
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*
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* @todo: add javadoc see comment
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*/
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*/
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CHUNK_GENERATION (Category.WORLD),
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CHUNK_GENERATION (Category.WORLD),
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/**
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/**
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* Called when an ItemEntity spawns in the world
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* Called when an ItemEntity spawns in the world
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*
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* @todo: add javadoc see comment
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*/
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*/
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ITEM_SPAWN (Category.WORLD),
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ITEM_SPAWN (Category.WORLD),
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@ -327,27 +390,37 @@ public abstract class Event {
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/**
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/**
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* Called when a creature, either hostile or neutral, attempts to spawn
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* Called when a creature, either hostile or neutral, attempts to spawn
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* in the world "naturally"
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* in the world "naturally"
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*
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* @todo: add javadoc see comment
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*/
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*/
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CREATURE_SPAWN (Category.LIVING_ENTITY),
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CREATURE_SPAWN (Category.LIVING_ENTITY),
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/**
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/**
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* Called when a LivingEntity is damaged by the environment (for example,
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* Called when a LivingEntity is damaged by the environment (for example,
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* falling or lava)
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* falling or lava)
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*
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* @see org.bukkit.event.entity.EntityDamagedByBlockEvent
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*/
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*/
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ENTITY_DAMAGEDBY_BLOCK (Category.LIVING_ENTITY),
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ENTITY_DAMAGEDBY_BLOCK (Category.LIVING_ENTITY),
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/**
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/**
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* Called when a LivingEntity is damaged by another LivingEntity
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* Called when a LivingEntity is damaged by another LivingEntity
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*
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* @see org.bukkit.event.entity.EntityDamagedByEntityEvent
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*/
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*/
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ENTITY_DAMAGEDBY_ENTITY (Category.LIVING_ENTITY),
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ENTITY_DAMAGEDBY_ENTITY (Category.LIVING_ENTITY),
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/**
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/**
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* Called when a LivingEntity is damaged with no source.
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* Called when a LivingEntity is damaged with no source.
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*
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* @see org.bukkit.event.entity.EntityDamagedEvent
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*/
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*/
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ENTITY_DAMAGED(Category.LIVING_ENTITY),
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ENTITY_DAMAGED(Category.LIVING_ENTITY),
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/**
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/**
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* Called when a LivingEntity dies
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* Called when a LivingEntity dies
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*
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* @todo: add javadoc see comment
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*/
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*/
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ENTITY_DEATH (Category.LIVING_ENTITY),
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ENTITY_DEATH (Category.LIVING_ENTITY),
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@ -357,36 +430,50 @@ public abstract class Event {
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/**
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/**
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* Called when a vehicle is placed by a player
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* Called when a vehicle is placed by a player
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*
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* @see org.bukkit.event.vehicle.VehicleCreateEvent
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*/
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*/
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VEHICLE_CREATE (Category.VEHICLE),
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VEHICLE_CREATE (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle is damaged by a LivingEntity
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* Called when a vehicle is damaged by a LivingEntity
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*
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* @see org.bukkit.event.vehicle.VehicleDamageEvent
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*/
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*/
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VEHICLE_DAMAGE (Category.VEHICLE),
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VEHICLE_DAMAGE (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle collides with an Entity
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* Called when a vehicle collides with an Entity
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*
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* @see org.bukkit.event.vehicle.VehicleCollisionEvent
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*/
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*/
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VEHICLE_COLLISION_ENTITY (Category.VEHICLE),
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VEHICLE_COLLISION_ENTITY (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle collides with a Block
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* Called when a vehicle collides with a Block
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*
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* @see org.bukkit.event.vehicle.VehicleBlockCollisionEvent
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*/
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*/
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VEHICLE_COLLISION_BLOCK (Category.VEHICLE),
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VEHICLE_COLLISION_BLOCK (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle is entered by a LivingEntity
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* Called when a vehicle is entered by a LivingEntity
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*
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* @see org.bukkit.event.vehicle.VehicleEnterEvent
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*/
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*/
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VEHICLE_ENTER (Category.VEHICLE),
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VEHICLE_ENTER (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle is exited by a LivingEntity
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* Called when a vehicle is exited by a LivingEntity
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*
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* @see org.bukkit.event.vehicle.VehicleExitEvent
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*/
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*/
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VEHICLE_EXIT (Category.VEHICLE),
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VEHICLE_EXIT (Category.VEHICLE),
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/**
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/**
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* Called when a vehicle moves position in the world
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* Called when a vehicle moves position in the world
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*
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* @see org.bukkit.event.vehicle.VehicleMoveEvent
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*/
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*/
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VEHICLE_MOVE (Category.VEHICLE),
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VEHICLE_MOVE (Category.VEHICLE),
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