Pulling all pending Bukkit-JavaDoc changes
By: Wesley Wolfe <weswolf@aol.com>
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@@ -10,8 +10,41 @@ import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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/**
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* Called early in the command handling process. This event is only
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* for very exceptional cases and you should not normally use it.
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* This event is called whenever a player runs a command (by placing a slash
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* at the start of their message). It is called early in the command handling
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* process, and modifications in this event (via {@link #setMessage(String)})
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* will be shown in the behavior.
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* <p>
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* Many plugins will have <b>no use for this event</b>, and you should
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* attempt to avoid using it if it is not necessary.
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* <p>
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* Some examples of valid uses for this event are:
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* <ul>
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* <li>Logging executed commands to a separate file
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* <li>Variable substitution. For example, replacing
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* <code>${nearbyPlayer}</code> with the name of the nearest other
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* player, or simulating the <code>@a</code> and <code>@p</code>
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* decorators used by Command Blocks in plugins that do not handle it.
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* <li>Conditionally blocking commands belonging to other plugins. For
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* example, blocking the use of the <code>/home</code> command in a
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* combat arena.
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* <li>Per-sender command aliases. For example, after a player runs the
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* command <code>/calias cr gamemode creative</code>, the next time they
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* run <code>/cr</code>, it gets replaced into
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* <code>/gamemode creative</code>. (Global command aliases should be
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* done by registering the alias.)
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* </ul>
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* <p>
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* Examples of incorrect uses are:
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* <ul>
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* <li>Using this event to run command logic
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* </ul>
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* <p>
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* If the event is cancelled, processing of the command will halt.
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* <p>
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* The state of whether or not there is a slash (<code>/</code>) at the
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* beginning of the message should be preserved. If a slash is added or
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* removed, unexpected behavior may result.
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*/
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public class PlayerCommandPreprocessEvent extends PlayerEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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