InvActions

Module aimed to allow for as much actions from the inventory as possible without flagging.

Author

Aton

Functions

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fun addSettings(vararg setArray: Setting<*>)

Adds all settings in the input to the settings field of the module. This is required for saving and loading these settings to / from a file. Keep in mind, that these settings are passed by reference, which will get lost if the original setting is reassigned.

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Triggers the module initialization.

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Loads self registering elements of the module such as hud elements.

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open fun onDisable()

This method is run whenever the module is disabled.

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open fun onEnable()

This method is run whenever the module is enabled.

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open fun onInitialize()

This method will be run on the FMLLoadCompleteEvent on game startup after the config is loaded.

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open fun onKeyBind()

This method is run whenever the key-bind for the Module is pressed.

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Render then mouse cursor if it is grabbed. and Handle Movement.

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Render the Auto Kb indicator and the cursor. This will only be called when the gui is not hidden.

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fun <K : Setting<*>> register(setting: K): K

Registers the setting to this Module. This will make the setting appear in the GUI and save to the config. The following is an example of how it can be used to define a setting for a module.

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Called by the entity renderer mixin to determine whether the mouse input should rotate the screen

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Called by the Minecraft Mixin to determine whether the cursor should be ungrabbed for the gui.

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fun toggle()

Will toggle the module.

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operator fun <K : Setting<*>> K.unaryPlus(): K

Overloads the unaryPlus operator for Setting classes to register them to the module. The following is an example of how it can be used to define a setting for a module.

Properties

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A description of the module and its usage that is shown in the Advanced GUI.

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Do NOT set this value directly, use toggle() instead!

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Key code of the corresponding key bind. Mouse binds will be negative: -100 + mouse button. This is the same way as minecraft treats mouse binds.

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