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package mods.battlegear2.api;
import net.minecraft.item.ItemStack;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import cpw.mods.fml.relauncher.Side;
public interface IOffhandDual
{
/**
* Returns true if this item can be dual wielded in the offhand slot
* @param off The {@link ItemStack} holding this item
*/
public boolean isOffhandHandDual(ItemStack off);
/**
* Perform any function when this item is held in the offhand and the user right clicks an entity.
* This is generally used to attack an entity with the offhand item.
* If this is the case the {@link PlayerEventChild.OffhandAttackEvent#parent} field should
* be canceled (or {@link PlayerEventChild.OffhandAttackEvent#cancelParent} field left at true, to prevent any default right clicking events (Eg Villager Trading)
*
* @param event the OffhandAttackEvent that was generated
* @param mainhandItem the {@link ItemStack} currently being held in the right hand
* @param offhandItem the {@link ItemStack} currently being held in the left hand, holding this item
* @return true if the off hand swing animation should be performed
*/
public boolean offhandAttackEntity(PlayerEventChild.OffhandAttackEvent event, ItemStack mainhandItem, ItemStack offhandItem);
/**
* Perform any function when this item is held in the offhand and the user right clicks "Air".
* Note: Called first on client-side, then on server side if {@link PlayerInteractEvent} is not cancelled and mainhandItem is not null,
* following Forge rules for PlayerInteractEvent with Action==RIGHT_CLICK_AIR
* Note: PlayerInteractEvent is already cancelled beforehand, and will be cancelled after if this method returns false
* Note: Above issues will be fixed in next Minecraft versions by replacing first arg with a shallow copy
* @param event the PlayerInteractEvent that was generated
* @param mainhandItem the {@link ItemStack} currently being held in the right hand
* @param offhandItem the {@link ItemStack} currently being held in the left hand, holding this item
* @return true if the off hand swing animation should be performed
*/
public boolean offhandClickAir(PlayerInteractEvent event, ItemStack mainhandItem, ItemStack offhandItem);
/**
* Perform any function when this item is held in the offhand and the user right clicks a block.
* Note: this will happen prior to the activation of any activation functions of blocks
* Note: Called first on client-side, then on server side if {@link PlayerInteractEvent} is not cancelled
* Note: {@link PlayerInteractEvent#useItem} is already set on {@link Event.Result#DENY} before reaching this method, in order to avoid mainhandItem usage
*
* @param event the PlayerInteractEvent that was generated
* @param mainhandItem the {@link ItemStack} currently being held in the right hand
* @param offhandItem the {@link ItemStack} currently being held in the left hand, holding this item
* @return true if the off hand swing animation should be performed
*/
public boolean offhandClickBlock(PlayerInteractEvent event, ItemStack mainhandItem, ItemStack offhandItem);
@SuppressWarnings("unused")
/**
* Perform any passive effects on each game tick when this item is held in the offhand
* @deprecated See {@link Item#onUpdate(ItemStack, World, Entity, int, boolean)}
* @param effectiveSide the effective side the method was called from
* @param mainhandItem the {@link ItemStack} currently being held in the right hand
* @param offhandItem the {@link ItemStack} currently being held in the left hand
*/
public void performPassiveEffects(Side effectiveSide, ItemStack mainhandItem, ItemStack offhandItem);
}
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