Event Types
enabled
Called when the feature is enabled
disabled
Called when the feature is disabled
game_tick
Called every game tick
game_loop
Called every frame
game_fov
Called when the world is about to be rendered, can be used to modify the FOV
class GameFOVEvent {
public fov: number;
}rotation
Called when the rotation handler ticks, can be used to silently set rotations, will also automatically be corrected my Movement Fix
class RotationEvent {
public tickDelta: number;
public angle: Angle;
}key_press
Called when a key is pressed
class KeyPressEvent {
public cancelled: boolean;
public keyCode: number;
public keyName: string;
}packet
Called when a game packet is sent/received
class PacketEvent {
public cancelled: boolean;
public packet: Packet;
public packetType: string; // either "client" or "server"
}mouse
Called when the mouse is moved, button clicked etc
class MouseEvent {
public cancelled: boolean;
public position: org.joml.Vector2f;
public button: number;
public state: string; // either "click" or "released"
}movement_input
Called when a movement input is being read
class MovementInputEvent {
public cancelled: boolean;
public readonly originalRecord: MovementRecord;
public record: MovementRecord;
}play_sound
Called when a sound is played
class PlaySoundEvent {
public cancelled: boolean;
public sound: SoundInstance;
}draw_overlay
Called when the game overlay is rendered in-game
class DrawOverlayEvent {
public window: Window;
public mousePosition: org.joml.Vector2f;
public modelMatrix: org.joml.Matrix4f;
public tickDelta: number;
public scaledSize: org.joml.Vector2f;
public drawContext: DrawContext;
}draw_world
Called when the world is rendered
class DrawOverlayEvent {
public window: Window;
public mousePosition: org.joml.Vector2f;
public modelMatrix: org.joml.Matrix4f;
public tickDelta: number;
}post_process
Called when Neon's post processing pipeline is drawn, anything drawn here will be either blurred / shadowed
class PostProcessEvent {
public overlay: DrawOverlayEvent;
public type: string; // either "shadow" or "blur"
}player_tick
Called when the player ticks
player_move
Called when the player movement is being handled
class PlayerMoveEvent {
public cancelled: boolean;
public deltaX: number;
public deltaY: number;
public deltaZ: number;
}player_jump
Called when the player jumps
class PlayerJumpEvent {
public cancelled: boolean;
public yaw: number;
public deltaY: number;
}player_attack
Called when the player attacks an entity
class PlayerAttackEvent {
public cancelled: boolean;
public entity: Entity;
public type: string; // either "pre" or "post"
}player_block_collision
Called when the player collisions are being handled
class PlayerBlockCollisionEvent {
public voxelShape: VoxelShape;
public readonly position: BlockPos;
public readonly blockState: BlockState;
}player_chat_message
Called when the player sends a chat message
class PlayerChatMessageEvent {
public readonly message: string;
}player_update_velocity
Called when the player's velocity is updated
class PlayerUpdateVelocityEvent {
public movementInput: Vec3d;
public velocity: Vec3d;
public speed: number;
public yaw: number;
}player_step
Called when the player is stepping up a block
class PlayerStepEvent {
public height: number;
}player_send_update
Called when the player sends position update packets to the server
class PlayerSendUpdateEvent {
public x: number;
public y: number;
public z: number;
public yaw: number;
public pitch: number;
public onGround: boolean;
public type: string; // either "pre" or "post"
}player_push
Called when the player is being pushed by another entity
class PlayerPushEvent {
public cancelled: boolean;
}Last updated