All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
 
 
Determines whether a block is broken, cracked, or skip damage.
Holds data from config for a material.
Utility class that stores all block damage on the server.
The Chunk class does not provide a hashing method, so we are stuck wrapping the chunk in order to use a HashMap
 
This class outlines a sorter to define the order that blocks should regenerate from an explosion.
 
 
 
 
 
 
 
This explosion defines a rectangular prism shaped explosion, where a valid (non-negative) width and height are specified.
This enum is used to keep a list of all NBT tags used by WeaponMechanics.
 
 
A class that holds all the damage modifiers that can be applied to a victim.
This class highlights different points in a hit box.
 
This explosion uses the minecraft explosion system, instead of using a shape.
 
 
 
 
 
 
 
 
 
Wraps a LivingEntity object to simplify per-entity data/methods that are used by WeaponMechanics.
 
 
 
All explosion exposures that can be used in the Explosion's serializer.
Listens and cancels events that could interfere with block regeneration, or cause damage because of the missing blocks
This interface outlines the shape an explosion may take.
All explosion shapes that can be used in the Explosion's serializer.
 
 
 
This class highlights the different types a Firearm can have.
 
Spawns projectiles each on their own thread, in the region they are spawned in.
This task handles firing projectiles every N ticks.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Simple class to help with handling spread and recoil change
 
 
 
 
 
 
 
 
 
Uses parabolas to calculate the area of explosions, where a parabola is defined as: y = m(x - xOffset)^2 + yOffset xOffset is ignored here yOffset is the depth.
 
 
 
 
 
Wraps a Player object to simplify per-player data/methods that are used by WeaponMechanics.
 
This class encapsulates an (x, y) point with a value.
 
This event is called after WeaponPreShootEvent but right before WeaponShootEvent.
 
Called whenever a WeaponProjectile ends.
This class outlines convenient methods for any WeaponEvent that involves an WeaponProjectile.
Called whenever an explosion is spawned by a weapon (When a projectile explodes, usually).
Called whenever a WeaponProjectile hits a block.
Called whenever a projectile hits an entity.
Called right before calculations for an explosion occurs.
A projectile script is a class that can be attached to a projectile.
 
 
This class is responsible for adding projectiles into some runnable.
 
 
 
Completely new AAA-like recoil controller that ensures negative deltas are applied during recovery.
Holds data for a recoil system with advanced AAA-like parameters.
 
 
 
 
 
Really lightweight remove on block collision projectile.
 
 
 
 
 
 
 
People can choose where the bullet is offset from depending on VR/Scope.
Keeps track of the left and right shoot locations, since the position should probably be different for each arm.
The Skin interface is to abstract out the Skin.apply(ItemStack) method, since there are 2 different skin systems that can work together.
 
 
Identifier for actions, like the default skin, scoping, sprinting, etc.
 
Spawns projectiles onto 1 central thread.
 
 
This class parses an image input (Usually a .png file) and saves each pixel in the image into a buffer.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Called whenever an entity is damaged by a weapon.
This class outlines the event of a player holding a weapon.
 
When a weapon's FirearmState changes.
Called before an attempt to use Full Auto.
Called whenever a weapon is generated via command or API.
Class to generally handle weapon functions
 
Simple class to handle weapon item serialization a bit differently.
Called when a victim is killed from a WeaponDamageEntityEvent.
 
 
This class outlines static utility methods to help developers find functions of WeaponMechanics wrapped in one place.
Called whenever a melee attack hits.
Called whenever a melee swing misses.
WeaponMechanics' placeholders, added to PlaceholderHandlers
Called after all the WeaponShootEvents are called.
Called before a WeaponReloadEvent.
Called before a WeaponShootEvent.
 
 
Called if a reload was cancelled early (Usually because the player swapped hands).
Called when a reload is completed successfully.
Called when a weapon begins to reload.
Called when a weapon scopes in, if the weapon stacks scopes, or if the weapon scopes out.
 
Event that occurs when a Player switches between semi-automatic, burst, and automatic using WeaponMechanic's selective fire feature.
A dummy serializer to handle basic weapon logic...
This class outlines the event of a weapon launching a projectile.
Called whenever a SkinHandler attempts to change the skin of a weapon.