Generic cleaning

By: Erik Broes <erikbroes@grum.nl>
This commit is contained in:
Bukkit/Spigot
2012-01-15 14:37:30 +01:00
parent 8377ee22f8
commit 4c80a49933
61 changed files with 245 additions and 272 deletions

View File

@@ -78,7 +78,7 @@ public abstract class Event implements Serializable {
Highest,
/**
* Event is listened to purely for monitoring the outcome of an event.
*
* <p />
* No modifications to the event should be made under this priority
*/
Monitor
@@ -333,7 +333,7 @@ public abstract class Event implements Serializable {
/**
* Called when a block is undergoing a universe physics
* check on whether it can be built
*
* <p />
* For example, cacti cannot be built on grass unless overridden here
*
* @see org.bukkit.event.block.BlockCanBuildEvent
@@ -355,7 +355,7 @@ public abstract class Event implements Serializable {
BLOCK_IGNITE(Category.BLOCK),
/**
* Called when a block undergoes a physics check
*
* <p />
* A physics check is commonly called when an adjacent block changes
* type
*
@@ -531,7 +531,7 @@ public abstract class Event implements Serializable {
/**
* Called when a chunk is loaded
*
* <p />
* If a new chunk is being generated for loading, it will call
* Type.CHUNK_GENERATION and then Type.CHUNK_LOADED upon completion
*
@@ -546,7 +546,7 @@ public abstract class Event implements Serializable {
CHUNK_UNLOAD(Category.WORLD),
/**
* Called when a newly created chunk has been populated.
*
* <p />
* If your intent is to populate the chunk using this event, please see {@link org.bukkit.generator.BlockPopulator}
*
* @see org.bukkit.event.world.ChunkPopulateEvent
@@ -605,7 +605,7 @@ public abstract class Event implements Serializable {
*
* @see org.bukkit.event.entity.ItemDespawnEvent
*/
ITEM_DESPAWN (Category.WORLD),
ITEM_DESPAWN(Category.WORLD),
/**
* ENTITY EVENTS
@@ -667,10 +667,10 @@ public abstract class Event implements Serializable {
ENTITY_EXPLODE(Category.LIVING_ENTITY),
/**
* Called when an entity has made a decision to explode.
*
* <p />
* Provides an opportunity to act on the entity, change the explosion radius,
* or to change the fire-spread flag.
*
* <p />
* Canceling the event negates the entity's decision to explode.
* For EntityCreeper, this resets the fuse but does not kill the Entity.
* For EntityFireball and EntityTNTPrimed....?