Package me.deecaad.weaponmechanics.weapon.weaponevents
package me.deecaad.weaponmechanics.weapon.weaponevents
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ClassDescriptionThis event is called after
WeaponPreShootEventbut right beforeWeaponShootEvent.Called whenever aWeaponProjectileends.This class outlines convenient methods for anyWeaponEventthat involves anWeaponProjectile.Called whenever an explosion is spawned by a weapon (When a projectile explodes, usually).Called whenever aWeaponProjectilehits a block.Called whenever a projectile hits an entity.Called right before calculations for an explosion occurs.Called whenever an entity is damaged by a weapon.This class outlines the event of a player holding a weapon.When a weapon'sFirearmStatechanges.Called before an attempt to use Full Auto.Called whenever a weapon is generated via command or API.Called when a victim is killed from aWeaponDamageEntityEvent.Called whenever a melee attack hits.Called whenever a melee swing misses.Called after all theWeaponShootEvents are called.Called before aWeaponReloadEvent.Called before aWeaponShootEvent.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 aPlayerswitches between semi-automatic, burst, and automatic using WeaponMechanic's selective fire feature.This class outlines the event of a weapon launching a projectile.Called whenever aSkinHandlerattempts to change the skin of a weapon.